WEBVTT - Where are all the women in eSports?

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<v Speaker 1>Hi everyone, I'm Katie Kuric, and welcome to Next Question.

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<v Speaker 1>Today we're diving into the massive, frenetic, and very lucrative

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<v Speaker 1>world of e sports. Last fall, I have the opportunity

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<v Speaker 1>to go to a live sports event. It was my

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<v Speaker 1>first and let me tell you, it was nuts crazy.

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<v Speaker 1>There's a little worldwide brest League kind of feel about

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<v Speaker 1>the whole thing too. It was the Grand Finals of

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<v Speaker 1>the two thousand nineteen Overwatch League, Overwatch being a popular

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<v Speaker 1>first person shooter game that can be played by lots

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<v Speaker 1>of people at the same time incoming high school. It

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<v Speaker 1>was held at the Wells Fargo Center in Philadelphia, which

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<v Speaker 1>is remarkable because that's usually where the city's major traditional

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<v Speaker 1>sports teams play the Flyers the seventies Sixers, but on

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<v Speaker 1>this day presented pots instead of shootouts and buzzer beaters.

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<v Speaker 1>The Pact Arena was riveted by two teams of six

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<v Speaker 1>sitting in chairs staring at computer screens. Now the game

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<v Speaker 1>they were playing was being projected on a big screen

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<v Speaker 1>above them, and I guess it didn't hurt that at

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<v Speaker 1>stake was a prize pool of one point seven million dollars.

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<v Speaker 1>The rise of e sports is a really fascinating space

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<v Speaker 1>right now because people are coming together in the same

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<v Speaker 1>way that traditional sports brings people together. This is Anita Sarkasian,

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<v Speaker 1>a feminist media and gaming critic. It's a camaraderie, it's

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<v Speaker 1>an excitement, it's a it's you know, in real time,

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<v Speaker 1>you are rooting for your teams and you're excited and

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<v Speaker 1>you learn all the stats and everything. So I think

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<v Speaker 1>there's a lot of value there. We'll return to Nita

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<v Speaker 1>a little bit later to take a critical look at

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<v Speaker 1>the competitive gaming industry, but with e sports poised to

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<v Speaker 1>break the billion dollar mark this year, that's billion with

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<v Speaker 1>a B. My first question is how did it get

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<v Speaker 1>so huge. To answer that, we have to go back

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<v Speaker 1>to the arcade. In the seventies and eighties, video games

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<v Speaker 1>were something you did by yourself. Remember, Yeah, at the arcade,

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<v Speaker 1>or a little bit later in front of the family

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<v Speaker 1>TV in the basement. Maybe you crowded around a really

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<v Speaker 1>good player, or maybe you'd have some friends over to

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<v Speaker 1>watch and see who could get to the highest level.

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<v Speaker 1>But that's really as social as video games got. So

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<v Speaker 1>the games, remember, they weren't multiplayer. This is Bobby Kotick,

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<v Speaker 1>the CEO of Activision one of the industry's biggest video

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<v Speaker 1>game companies. So the only multiplayer experience you have was

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<v Speaker 1>I had a controller, You had a controller. The two

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<v Speaker 1>of us played with one TV against each other, and

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<v Speaker 1>so they weren't these social experiences where you could play

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<v Speaker 1>with anyone from around the world. But that all changed

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<v Speaker 1>in the nineties with the advent of the World Wide Web.

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<v Speaker 1>With techno set you go and surfing on the Internet,

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<v Speaker 1>the Internet made online competitive gaming possible, even though it

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<v Speaker 1>was years before home connections were powerful enough to accommodate it.

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<v Speaker 1>The Web also gave rise to the popularity of computer

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<v Speaker 1>games and more sophisticated virtual three D worlds. The nineties

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<v Speaker 1>also ushered in a new genre of video game, the

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<v Speaker 1>first person shooter, and these games players essentially become a

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<v Speaker 1>gun or some other sophisticated weapon, patrolling a suspenseful maze

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<v Speaker 1>on the hunt for people or things to kill. In

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<v Speaker 1>games like Doom, which came out, you could play as

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<v Speaker 1>a team fighting a common enemy, or you could seek

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<v Speaker 1>other player years out and kill them before they killed you.

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<v Speaker 1>As Internet connections improved over the decade, it got easier

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<v Speaker 1>and easier to find people to play with at any time.

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<v Speaker 1>Of day from all over the world. You take point,

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<v Speaker 1>knock at that Hart and Brooks go get the truck,

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<v Speaker 1>meet us in the front of the chateau. When Activision

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<v Speaker 1>released Call of Duty in the early two thousands, it

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<v Speaker 1>up the anti of first person shooter games with real

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<v Speaker 1>world war settings, incredibly realistic graphics, and a more interactive

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<v Speaker 1>group experience. Again here's Bobby Codeck. You could talk to

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<v Speaker 1>people with a headset, you could text them and chat

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<v Speaker 1>with them, and the games became much more social, much

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<v Speaker 1>more multiplayer. And that's really what created like games as

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<v Speaker 1>a spectator experience. So when did this whole thing blow

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<v Speaker 1>up in terms of having stadiums full of people to

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<v Speaker 1>watch people these games on a giant screen. So twenty

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<v Speaker 1>years ago, we released this game called StarCraft and it

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<v Speaker 1>was a popular game. But something happened in South Korea

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<v Speaker 1>that was not through our own um initiatives. But there

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<v Speaker 1>were roughly five million people that signed up to play

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<v Speaker 1>this game. Now there's a country where the population is

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<v Speaker 1>sixty million people, five million of them were playing StarCraft.

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<v Speaker 1>What happened is they started playing professionally. Sponsors started signing

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<v Speaker 1>them up, arenas started hosting matches. Three cable channels popped

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<v Speaker 1>up flenty four hour, seven day week cable channels tavizing

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<v Speaker 1>StarCraft matches, and we were watching all of this and

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<v Speaker 1>saying this is incredible, like you know what well, and

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<v Speaker 1>what is the German nation of it? Why were people

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<v Speaker 1>doing this? Well, one, they were invested players, but two

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<v Speaker 1>people got a sense of belonging purpose, meaning the same

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<v Speaker 1>things that used on traditional sport, the camaraderie of sport

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<v Speaker 1>for people who weren't necessarily athletes. South Korea may have

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<v Speaker 1>been ahead of the curve with dedicated gaming events and

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<v Speaker 1>cable channels, but by the end of the nineties, American

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<v Speaker 1>gamers wooed by the prospect of making big money off

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<v Speaker 1>their pastime. We're stepping out of the basement and into

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<v Speaker 1>live events to show off their skills in public. After

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<v Speaker 1>the turn of the millennium, the level of participation, number

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<v Speaker 1>of tournaments, and prize money exploded, and once streaming was

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<v Speaker 1>introduced in the twenty tens, gamers found themselves with career

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<v Speaker 1>options go on world tours or get paid to play

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<v Speaker 1>online at your own house. According to Bobby Kodak, a

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<v Speaker 1>really good professional gamer today can pull in some serious bank.

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<v Speaker 1>How much can of professional gamer make in a year

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<v Speaker 1>tens of millions of dollars because they can make money

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<v Speaker 1>from being professionals, So they get the prizes and the

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<v Speaker 1>salaries and the compensation comes from a team. But they're

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<v Speaker 1>also streamers and so these are some of the most

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<v Speaker 1>Like if you look at the Internet streamers who are

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<v Speaker 1>the most successful. These people are making millions and millions

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<v Speaker 1>of dollars a year, how through endorsements, combinations, endorsed prescriptions,

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<v Speaker 1>their share of advertising dollars um, their sponsorship, their appearance fees.

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<v Speaker 1>But endorsements, endorsements, they are no different than professional athletes.

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<v Speaker 1>So is there, for example, the Lebron James of video games?

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<v Speaker 1>Um not yet um not stars like like a Lebron

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<v Speaker 1>where he like transcends popular culture. But I think like

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<v Speaker 1>within the community. You know, Overwatch has players who are

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<v Speaker 1>very well recognized within the community of Overwatch players. Somebody

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<v Speaker 1>said to me the other day that until a famous

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<v Speaker 1>Overwatch player is dating a Kardashian, we won't get to

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<v Speaker 1>that level of popular cultural awareness. But that may not

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<v Speaker 1>be too far away, right, it's happening. I think we're seeing, like,

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<v Speaker 1>you know, these people are stars and they're becoming more

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<v Speaker 1>impactful and popular culture. I think popular culture is embracing

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<v Speaker 1>video games in a way that it never has before,

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<v Speaker 1>so it will happen. The players I saw at the

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<v Speaker 1>Overwatch tournament definitely seemed as revered as any pro athlete.

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<v Speaker 1>They were serious about their game and people took them

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<v Speaker 1>seriously too. But what really stood out to me about

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<v Speaker 1>the players was that there were no women, which seemed

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<v Speaker 1>odd considering that something like forty of us gamers are female.

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<v Speaker 1>How is it possible that none are making it to

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<v Speaker 1>the big leagues. When we come back, we'll get to

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<v Speaker 1>the bottom of my next question. And a sport that

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<v Speaker 1>has absolutely nothing to do with physical prowess, why can't

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<v Speaker 1>more women get in on the action. To find out

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<v Speaker 1>where all the female gamers are, I called one up. Hello, Kristen, Hi,

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<v Speaker 1>how are you? Hi? Kristen, Thank you so much for

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<v Speaker 1>doing this. Is Kristin Valnichek, a twenty eight year old

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<v Speaker 1>professional gamer living in l A. She plays under the

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<v Speaker 1>moniker Kitty plays Hello, My Beautiful Friends, and welcome to

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<v Speaker 1>Kristen has actually competed at live tournaments like the one

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<v Speaker 1>I went to in Philly, so some women do make

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<v Speaker 1>it to the big leagues. In fact, at a tournament

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<v Speaker 1>in Korean two thousand eighteen, Kristen one, but she's since

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<v Speaker 1>retired from the tournament circuit. I have done really successfully

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<v Speaker 1>in tournaments, UM, but my main focus has always been around, uh,

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<v Speaker 1>daily content creation. Daily content creation means she plays video

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<v Speaker 1>games on a streaming service called Twitch, and people all

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<v Speaker 1>over the world log in and watch. So Twitch is

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<v Speaker 1>a live streaming platform. UM. People come in and they

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<v Speaker 1>watch you play your game essentially, and you've got a

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<v Speaker 1>webcam that's like a picture and picture on the TV,

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<v Speaker 1>so it's showing all of your reactions to the game

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<v Speaker 1>you're playing. And while you play, you may commentary, you

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<v Speaker 1>interact with a live chat, UM, and just build a

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<v Speaker 1>community through that connection that you have with this live community.

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<v Speaker 1>And what a community. Kristen has more than one million

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<v Speaker 1>followers on Twitch, which makes sort of the third most

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<v Speaker 1>followed female streamer. In a world where Kristen's skills and

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<v Speaker 1>stats come with a big gender asterisk, she's a big success.

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<v Speaker 1>I've been a gamer pretty much my entire life. I mean,

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<v Speaker 1>my oldest memory, they say, is around three, and I

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<v Speaker 1>remember sitting in my dad's lap, and you know, pressing

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<v Speaker 1>keys and playing with the mouse when he would be

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<v Speaker 1>playing Doom and Quake, which were definitely not appropriate games

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<v Speaker 1>for a three year old to be playing. But I

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<v Speaker 1>mean it led to this, so it's all okay, Um,

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<v Speaker 1>But no, he was a huge influence in my life

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<v Speaker 1>with gaming, and so is my brother. So just my

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<v Speaker 1>entire life anytime friends had like little game consoles around. Um,

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<v Speaker 1>and then eventually I got my own, and then computer

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<v Speaker 1>gaming really rose in popularity. Uh so I there was

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<v Speaker 1>never a time in my life when gaming was separate.

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<v Speaker 1>By the time she was nine, she was so good

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<v Speaker 1>she was beating her dad. But stepping out into the

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<v Speaker 1>gaming world as a teen, she realized there wasn't really

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<v Speaker 1>anyone else out there like her. When I think back to,

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<v Speaker 1>you know, my gaming prime years when I was thirteen, fourteen, fifteen, sixteen, Um,

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<v Speaker 1>I did not have a single role model of a

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<v Speaker 1>woman in gaming professionally. Um, there wasn't a single one,

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<v Speaker 1>not even one, And there wasn't twitch to see that

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<v Speaker 1>there was um other female gamers like me. Christian soon

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<v Speaker 1>realized that her gender also made her a target for

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<v Speaker 1>some unwanted attention. I've been in online communities ever since

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<v Speaker 1>I was thirteen playing Halo two and called for Modern

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<v Speaker 1>Warfare two and these online console lobbys which as soon

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<v Speaker 1>as you talked as a girl, you were either getting

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<v Speaker 1>hit on or hated on. Um. For those early early

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<v Speaker 1>days and being a thirteen year old being full of hormones,

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<v Speaker 1>it was like a lot to learn how to deal with.

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<v Speaker 1>Would they throw obscenities your way? I mean, how did

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<v Speaker 1>it get times? I mean that it can definitely get rough, um,

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<v Speaker 1>And back then I thought that for me that was

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<v Speaker 1>a really important time and growth in my life because

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<v Speaker 1>I so quickly got to learn about, you know, why

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<v Speaker 1>people are unkind um and kind of the psychology behind

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<v Speaker 1>it and how a lot of it has nothing to

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<v Speaker 1>do with me. But when I pressed Kristen for details

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<v Speaker 1>about the kind of harassment she faced then and faces

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<v Speaker 1>now as a professional, she pushed back, talking about, uh,

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<v Speaker 1>the ways that people can harass people on the internet

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<v Speaker 1>really ends up harming the people that are on the

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<v Speaker 1>internet even more when people see how they're able to

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<v Speaker 1>target and like I can live, I've been targeted by

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<v Speaker 1>every type of harassment on the internet, but I've never

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<v Speaker 1>spoken about it unless it's privately to you know, people

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<v Speaker 1>in my community to mentor them through it, or to

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<v Speaker 1>learn how to block the holes that's creating that attack. Um.

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<v Speaker 1>But it when people recognize that they can gain attention

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<v Speaker 1>and can actually affect your life through the computer screen

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<v Speaker 1>and are shown how to do it, um, it just

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<v Speaker 1>makes it worse for everybody. So I really try not

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<v Speaker 1>to have that discuss just to protect not only myself

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<v Speaker 1>but my peers. To understand Christian's position here, I decided

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<v Speaker 1>to get outside of the industry, which is where Anita

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<v Speaker 1>Sarkisian comes in. Anita is the founder of Feminist Frequency,

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<v Speaker 1>an educational nonprofit that critiques the media. So what do

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<v Speaker 1>you think about the philosophy that talking about harassment only

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<v Speaker 1>encourages more people to harass? It absolutely does, um. If

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<v Speaker 1>you it's this vicious circle where if you talk about

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<v Speaker 1>the harassment you're receiving to try to get support or

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<v Speaker 1>awareness of of the harassment, you will get harassed worse.

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<v Speaker 1>And it just it happens every single time. And so

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<v Speaker 1>I will never judge someone for not speaking up about

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<v Speaker 1>being harassed or being afraid to speak up about the

0:14:56.600 --> 0:14:59.800
<v Speaker 1>harm and abuse that they're facing. But I also know

0:15:00.120 --> 0:15:04.440
<v Speaker 1>that that having people speak up allows other folks to

0:15:04.560 --> 0:15:07.360
<v Speaker 1>see that they're not in it alone and that they're

0:15:07.400 --> 0:15:09.560
<v Speaker 1>not the only ones. So it's a bit of a

0:15:09.600 --> 0:15:14.200
<v Speaker 1>catch twenty two, isn't it. Yeah, you know, it can

0:15:14.240 --> 0:15:17.760
<v Speaker 1>be really hard for folks who are trying to maintain

0:15:18.040 --> 0:15:21.320
<v Speaker 1>a career to speak up about harassment, or to speak

0:15:21.440 --> 0:15:24.480
<v Speaker 1>up about abuse in the industry or or things that

0:15:24.480 --> 0:15:26.960
<v Speaker 1>they're facing because they're afraid they're going to lose their

0:15:27.000 --> 0:15:29.880
<v Speaker 1>audience or or worse, that they're going to get her

0:15:29.920 --> 0:15:33.920
<v Speaker 1>asked for having these kinds of opinions. Anita can really

0:15:33.920 --> 0:15:37.760
<v Speaker 1>speak to this because she experienced it firsthand. In two

0:15:37.760 --> 0:15:40.840
<v Speaker 1>thousand fourteen, she was a central figure in the large

0:15:40.840 --> 0:15:45.320
<v Speaker 1>scale harassment campaign against women known as gamer Gate, but

0:15:45.400 --> 0:15:49.160
<v Speaker 1>her relationship to gaming goes way back. I think gaming

0:15:49.200 --> 0:15:51.960
<v Speaker 1>since I was a kid. I started on the n S.

0:15:52.560 --> 0:15:55.080
<v Speaker 1>I didn't actually have a system at home. I would

0:15:55.200 --> 0:15:58.120
<v Speaker 1>go to my neighbor's house to be able to play games.

0:15:58.520 --> 0:16:00.960
<v Speaker 1>It took a really long time for me to convince

0:16:01.000 --> 0:16:04.000
<v Speaker 1>my immigrant parents that gaming would not rop my brain.

0:16:04.920 --> 0:16:08.040
<v Speaker 1>So I've been getting Yeah, I've been gaming for quite

0:16:08.080 --> 0:16:09.840
<v Speaker 1>a while, kind of on and off. Right. I think

0:16:09.840 --> 0:16:14.360
<v Speaker 1>the games and games communities, you know, tend to be

0:16:14.440 --> 0:16:17.560
<v Speaker 1>a little alienating to young women and girls, and especially

0:16:17.560 --> 0:16:19.960
<v Speaker 1>when I was growing up, and so, you know, popping

0:16:19.960 --> 0:16:22.280
<v Speaker 1>in and out of it over the years. But then

0:16:22.280 --> 0:16:25.000
<v Speaker 1>when I started doing my work with feminist frequency around

0:16:25.200 --> 0:16:28.240
<v Speaker 1>pop culture and feminist analysis of pop culture, gaming was

0:16:28.360 --> 0:16:31.840
<v Speaker 1>such a natural fit for that. And two thousand twelve,

0:16:31.880 --> 0:16:35.320
<v Speaker 1>Anita announced a Kickstarter project to fund a series of

0:16:35.400 --> 0:16:38.800
<v Speaker 1>videos looking at how women are portrayed in video games,

0:16:39.240 --> 0:16:42.680
<v Speaker 1>and that announcement alone made her the target of an

0:16:42.800 --> 0:16:46.720
<v Speaker 1>overwhelming level of online hate and abuse. So we're talking

0:16:46.720 --> 0:16:52.040
<v Speaker 1>about the UM hundreds of thousands of death threats and

0:16:52.120 --> 0:16:55.240
<v Speaker 1>rape threats flooding all of my social media, UM, flooding

0:16:55.280 --> 0:16:58.400
<v Speaker 1>all of my emails anyway that they could communicate with me.

0:16:58.480 --> 0:17:02.120
<v Speaker 1>They were sending me these threats. UM. They would be written,

0:17:02.400 --> 0:17:06.720
<v Speaker 1>or they would be visual. So pornography is often used

0:17:06.720 --> 0:17:12.520
<v Speaker 1>as a weapon to uh, to victimize and to um

0:17:12.680 --> 0:17:17.120
<v Speaker 1>humiliate women. So my face would be superimposed on pornographic images,

0:17:17.200 --> 0:17:20.040
<v Speaker 1>or there would be very lifelike drawings of me being

0:17:20.080 --> 0:17:22.880
<v Speaker 1>raped by video game characters. And this goes on and on.

0:17:23.000 --> 0:17:27.879
<v Speaker 1>It got very extreme. UM. There's also efforts to docks me,

0:17:28.000 --> 0:17:31.240
<v Speaker 1>which is to collect and publicly distribute my personal information

0:17:31.280 --> 0:17:33.439
<v Speaker 1>and those of my family and the people that I

0:17:33.480 --> 0:17:37.400
<v Speaker 1>work with. You know, it can get very serious, very quickly,

0:17:37.760 --> 0:17:42.000
<v Speaker 1>and it can be very terrifying. Despite that, Anita completed

0:17:42.080 --> 0:17:45.879
<v Speaker 1>the project Welcome to our Multipart video series exploring the

0:17:45.960 --> 0:17:49.280
<v Speaker 1>roles and representations of women in video games. It ended

0:17:49.359 --> 0:17:53.000
<v Speaker 1>up being sixteen videos made over the course of five years.

0:17:53.680 --> 0:17:57.919
<v Speaker 1>Hosted by Anita, they examined the many, many sexiest ways

0:17:58.240 --> 0:18:01.720
<v Speaker 1>women are often presented in video games, such as The

0:18:01.800 --> 0:18:05.720
<v Speaker 1>Damsel in Distress. How many times are women in games

0:18:05.760 --> 0:18:10.320
<v Speaker 1>the object for the male protagonist to rescue, or the

0:18:10.320 --> 0:18:13.000
<v Speaker 1>the object in which a woman is is stolen so

0:18:13.040 --> 0:18:17.520
<v Speaker 1>that the male protagonist has some um reason for you know,

0:18:17.680 --> 0:18:21.800
<v Speaker 1>killing five hundred aliens or whatever. The game is um

0:18:21.840 --> 0:18:28.280
<v Speaker 1>down to extremely violent expressions of violence against women, either

0:18:29.160 --> 0:18:32.480
<v Speaker 1>in the game world or that the player is required

0:18:32.520 --> 0:18:36.480
<v Speaker 1>to or is given the opportunity to do in the games.

0:18:36.800 --> 0:18:39.040
<v Speaker 1>And so, you know, those are just a couple examples.

0:18:39.040 --> 0:18:41.360
<v Speaker 1>They're not all that extreme. You know, there are examples

0:18:41.400 --> 0:18:44.840
<v Speaker 1>such as women, um who are a reward right, so

0:18:45.160 --> 0:18:47.840
<v Speaker 1>they're not necessarily important in the game. But maybe if

0:18:47.880 --> 0:18:51.040
<v Speaker 1>you do really well you'll see a picture of a

0:18:51.040 --> 0:18:54.600
<v Speaker 1>woman scantily dressed, or you'll get a kiss at the end,

0:18:54.800 --> 0:18:58.439
<v Speaker 1>or you know, different types of things like that. The

0:18:58.600 --> 0:19:00.800
<v Speaker 1>video has made the claim that the effect of these

0:19:00.840 --> 0:19:04.880
<v Speaker 1>persistent stereotypes extended far beyond the reach of the virtual

0:19:04.960 --> 0:19:09.520
<v Speaker 1>world of gaming, reinforcing harmful attitudes about women and our

0:19:09.600 --> 0:19:16.399
<v Speaker 1>culture at large. Nobody really wants to acknowledge that media

0:19:16.480 --> 0:19:19.520
<v Speaker 1>does have an impact on us, and it's not necessarily

0:19:19.560 --> 0:19:22.240
<v Speaker 1>a one to one correlation. It's not like you know

0:19:22.359 --> 0:19:25.080
<v Speaker 1>you're going to see violence against women in the media,

0:19:25.240 --> 0:19:28.480
<v Speaker 1>and therefore you will then commit violence against women. But

0:19:28.640 --> 0:19:32.400
<v Speaker 1>there is the There is research that shows that long

0:19:32.520 --> 0:19:36.280
<v Speaker 1>term exposure to hyper sexualized images tend to make people

0:19:36.280 --> 0:19:40.520
<v Speaker 1>of all genders more tolerant to sexual harassment, more believe

0:19:40.640 --> 0:19:43.760
<v Speaker 1>easily accepting rape myths, for example, and that has a

0:19:43.880 --> 0:19:49.000
<v Speaker 1>huge impact in what is already a patriarchal, misogynist world.

0:19:49.640 --> 0:19:52.040
<v Speaker 1>Uh the way it has a huge impact on the

0:19:52.040 --> 0:19:56.400
<v Speaker 1>way that people perceive women around them, their partners, their mothers,

0:19:56.560 --> 0:19:59.400
<v Speaker 1>that you know, their coworkers and that sort of thing.

0:19:59.480 --> 0:20:04.520
<v Speaker 1>So is it is unsurprising to me that when women

0:20:05.119 --> 0:20:08.960
<v Speaker 1>started making themselves visible in the game space that there

0:20:09.040 --> 0:20:21.239
<v Speaker 1>was some pushback. It's a daily experience. They hear are

0:20:21.240 --> 0:20:25.080
<v Speaker 1>women's voice and you will be mocked. This is Chase Prairie,

0:20:25.119 --> 0:20:27.680
<v Speaker 1>a game where we met at the Overwatch tournament, who

0:20:27.680 --> 0:20:30.119
<v Speaker 1>didn't want to give her real name for fear of

0:20:30.160 --> 0:20:34.760
<v Speaker 1>retaliation online. She says, when it comes to competitive team play,

0:20:35.359 --> 0:20:38.359
<v Speaker 1>it's really hard to advance within the game because of

0:20:38.400 --> 0:20:41.719
<v Speaker 1>the harassment she faces. You play a game, there are

0:20:41.720 --> 0:20:44.720
<v Speaker 1>six people on your team, and everyone is expected to

0:20:44.760 --> 0:20:47.520
<v Speaker 1>be on voice chat and to treat each other as

0:20:47.680 --> 0:20:50.840
<v Speaker 1>respectable peers and you know, don't get angry at each

0:20:50.880 --> 0:20:56.240
<v Speaker 1>other and be patient, and so those emotional responses if

0:20:56.320 --> 0:20:58.280
<v Speaker 1>men perceive a woman on their team is like not

0:20:58.359 --> 0:21:01.520
<v Speaker 1>holding her own because oh, she a girl. But the

0:21:01.680 --> 0:21:04.600
<v Speaker 1>games don't become about playing the game level. The game

0:21:04.680 --> 0:21:07.480
<v Speaker 1>becomes the argument you're having in voice chat instead of

0:21:07.480 --> 0:21:12.280
<v Speaker 1>the game. And this happens really, really frequently all the time.

0:21:13.240 --> 0:21:17.400
<v Speaker 1>And so you can choose to the act of hitting

0:21:17.440 --> 0:21:20.960
<v Speaker 1>the higher tiers of the game requires like you win

0:21:21.080 --> 0:21:23.199
<v Speaker 1>this game because you work well with your team, and

0:21:23.200 --> 0:21:25.200
<v Speaker 1>if your team won't take you seriously, you can't win.

0:21:26.359 --> 0:21:30.320
<v Speaker 1>And so that's part of what's driven um both my

0:21:30.440 --> 0:21:34.080
<v Speaker 1>friends and just like general groups of women and l

0:21:34.119 --> 0:21:37.760
<v Speaker 1>g B t Q people to create their own communities,

0:21:37.960 --> 0:21:39.960
<v Speaker 1>so we only ever group up with people we trust

0:21:40.040 --> 0:21:42.919
<v Speaker 1>and people we know, and you know it it. There

0:21:42.920 --> 0:21:45.040
<v Speaker 1>are people who say that means you're not a real

0:21:45.119 --> 0:21:48.240
<v Speaker 1>Overwatch player because you don't engage with the wider community,

0:21:48.480 --> 0:21:50.400
<v Speaker 1>and like women don't make it up to the higher

0:21:50.400 --> 0:21:53.760
<v Speaker 1>tiers for this reason, but it's like we have a

0:21:53.840 --> 0:21:57.640
<v Speaker 1>valuable experience of the game despite that, because we fought

0:21:57.640 --> 0:22:02.960
<v Speaker 1>for our own space. Coming up, How can e sports

0:22:03.000 --> 0:22:06.400
<v Speaker 1>and the gaming industry do better for its female players

0:22:24.440 --> 0:22:28.160
<v Speaker 1>given the fact that harassment is still a regular occurrence

0:22:28.200 --> 0:22:32.680
<v Speaker 1>in gaming, is some level of gender segregation one solution.

0:22:33.240 --> 0:22:37.040
<v Speaker 1>Kristin Bounichik thinks it may be a good start. I

0:22:37.080 --> 0:22:39.840
<v Speaker 1>think there's still a huge barrier of entry for women

0:22:39.880 --> 0:22:42.679
<v Speaker 1>getting into the pro scene and getting into the lobbies

0:22:42.760 --> 0:22:45.240
<v Speaker 1>to be able to practice against the other pros. So

0:22:45.400 --> 0:22:48.480
<v Speaker 1>finding a space for them to compete against each other

0:22:48.840 --> 0:22:52.000
<v Speaker 1>to get their feet wet, to gain confidence before entering

0:22:52.080 --> 0:22:54.680
<v Speaker 1>into the male leagues was great, But that was done

0:22:54.720 --> 0:22:58.680
<v Speaker 1>in a very casual sense with all women involved. So

0:22:58.720 --> 0:23:01.000
<v Speaker 1>I think if the league's did go and switch to

0:23:01.359 --> 0:23:06.720
<v Speaker 1>a female separated male base. Um, that could potentially hurt

0:23:06.880 --> 0:23:09.280
<v Speaker 1>women in the long run. So your goal is to

0:23:09.320 --> 0:23:13.879
<v Speaker 1>make it more of a co ed proposition. Yes, definitely,

0:23:13.920 --> 0:23:16.240
<v Speaker 1>because I believe that women can compete at the same

0:23:16.320 --> 0:23:20.120
<v Speaker 1>level as men in gaming. So my concern is really, like,

0:23:20.600 --> 0:23:24.639
<v Speaker 1>what are the opportunities, Anita sarkees and things. Separating the

0:23:24.680 --> 0:23:28.200
<v Speaker 1>genders is a cop out. There's lots of discussion around,

0:23:28.280 --> 0:23:32.560
<v Speaker 1>like should leagues be gender separated? Can women join teams?

0:23:32.960 --> 0:23:35.480
<v Speaker 1>You know, all of those kinds of conversations that I

0:23:35.520 --> 0:23:40.280
<v Speaker 1>find incredibly frustrating and remnants of, you know, the this

0:23:40.440 --> 0:23:43.360
<v Speaker 1>idea of like who belongs in games and the gate

0:23:43.440 --> 0:23:47.000
<v Speaker 1>keeping that happens in gaming, because it is it would

0:23:47.040 --> 0:23:49.200
<v Speaker 1>be ridiculous to say that playing a video game is

0:23:49.240 --> 0:23:52.399
<v Speaker 1>a gendered is gendered in any way, right, Like we

0:23:52.440 --> 0:23:54.199
<v Speaker 1>can all pick up a controller and play it, and

0:23:54.240 --> 0:23:56.480
<v Speaker 1>we can all train and get good, and some people

0:23:56.480 --> 0:23:58.920
<v Speaker 1>will be better than others, but their gender doesn't matter here.

0:23:59.640 --> 0:24:02.440
<v Speaker 1>But in terms of how or if the industry has

0:24:02.520 --> 0:24:07.600
<v Speaker 1>learned anything from gamer Gate, Anita says, progress is slow.

0:24:08.080 --> 0:24:10.359
<v Speaker 1>I think in the time since I started doing my work,

0:24:10.720 --> 0:24:14.920
<v Speaker 1>what has shifted is a conversation around what we expect

0:24:14.960 --> 0:24:18.800
<v Speaker 1>from games, that the public is much more educated around

0:24:18.920 --> 0:24:24.760
<v Speaker 1>issues of racism and homophobia and um sexism. Like there's

0:24:24.760 --> 0:24:29.320
<v Speaker 1>a bigger demand that gaming studios do better, and so

0:24:29.400 --> 0:24:31.879
<v Speaker 1>we are seeing that in some ways, we are seeing

0:24:31.880 --> 0:24:35.040
<v Speaker 1>games that are you know, less sexist, or there's female

0:24:35.040 --> 0:24:38.879
<v Speaker 1>protagonists or their non binary characters coming out in more games,

0:24:38.880 --> 0:24:42.480
<v Speaker 1>the more trans characters, and that's really exciting, but it's not,

0:24:43.000 --> 0:24:46.399
<v Speaker 1>you know, the whole industry. There's still all of the sexism,

0:24:46.480 --> 0:24:48.919
<v Speaker 1>all of the male dominated, all of the sort of

0:24:48.960 --> 0:24:56.119
<v Speaker 1>macho um you know mechanics and um storylines that we

0:24:56.200 --> 0:24:59.640
<v Speaker 1>have been getting in the past. Are you feeling optimistic

0:24:59.760 --> 0:25:05.199
<v Speaker 1>as this trend gets bigger and bigger and bigger. I

0:25:05.200 --> 0:25:07.960
<v Speaker 1>feel like it's a little hard to be optimistic about

0:25:08.040 --> 0:25:13.960
<v Speaker 1>anything today, and I don't say that. Here's the thing.

0:25:14.320 --> 0:25:18.159
<v Speaker 1>I am, however, optimistic about the fact that whenever I

0:25:18.200 --> 0:25:21.600
<v Speaker 1>go to events, I run into women who come up

0:25:21.600 --> 0:25:24.640
<v Speaker 1>to me who are constantly saying, I entered the games

0:25:24.680 --> 0:25:26.840
<v Speaker 1>industry because of you. I want to make the games

0:25:26.840 --> 0:25:29.120
<v Speaker 1>industry better. Thank you so much for doing your work.

0:25:29.200 --> 0:25:31.640
<v Speaker 1>It really inspired me. I learned all all of these

0:25:31.680 --> 0:25:33.720
<v Speaker 1>new things that I didn't know about before, or I

0:25:33.840 --> 0:25:36.280
<v Speaker 1>used to be trying to be a part of the

0:25:36.280 --> 0:25:37.919
<v Speaker 1>boys club, and now I know that I can do

0:25:38.000 --> 0:25:39.919
<v Speaker 1>better and and all of the and you know, then

0:25:39.960 --> 0:25:41.600
<v Speaker 1>they tell me about all of the things they're doing

0:25:41.600 --> 0:25:43.520
<v Speaker 1>in their workplace and the games that they're working on,

0:25:43.600 --> 0:25:46.479
<v Speaker 1>and so it's I get a lot of inspiration and

0:25:46.520 --> 0:25:49.399
<v Speaker 1>hope from the fact that, like there is a pretty

0:25:49.480 --> 0:25:51.959
<v Speaker 1>strong group of people who are trying to move this

0:25:52.040 --> 0:25:56.080
<v Speaker 1>industry forward in a meaningful way. I've had a lot

0:25:56.160 --> 0:25:58.240
<v Speaker 1>of male developers come up to me over the years

0:25:58.240 --> 0:26:00.920
<v Speaker 1>and say, you critiqued my game, and I'm really glad

0:26:00.920 --> 0:26:02.520
<v Speaker 1>you did it. Thank you. I'm not going to do

0:26:02.600 --> 0:26:04.919
<v Speaker 1>that again. And that's one of the best things I

0:26:04.960 --> 0:26:08.159
<v Speaker 1>can hear, because I can't change the past, but we

0:26:08.240 --> 0:26:13.320
<v Speaker 1>can make the future better. Well that's positive. Yeah, there

0:26:13.320 --> 0:26:16.840
<v Speaker 1>you go. You get dig deep, but you gave it

0:26:16.880 --> 0:26:25.000
<v Speaker 1>to us, So there you habit. Listeners e Sports one

0:26:25.000 --> 0:26:28.280
<v Speaker 1>oh one. I got quite an education, and I hope

0:26:28.280 --> 0:26:31.679
<v Speaker 1>you did too. Now, even if you don't play video games,

0:26:31.920 --> 0:26:35.000
<v Speaker 1>they will continue to play an increasingly important role in

0:26:35.040 --> 0:26:39.280
<v Speaker 1>our culture. Even big names and professional sports like Alex

0:26:39.400 --> 0:26:42.879
<v Speaker 1>Rodriguez and Bob Kraft are getting into the game. There's

0:26:42.960 --> 0:26:46.840
<v Speaker 1>clearly gold in them their computer screens. Meanwhile, I could

0:26:46.880 --> 0:26:49.600
<v Speaker 1>not believe the scope and scale of the e sports

0:26:49.640 --> 0:26:52.800
<v Speaker 1>scene back in Philadelphia. And I love the fact that

0:26:52.880 --> 0:26:57.199
<v Speaker 1>gamers like Anita and Kristen and Chase Prairie are fighting

0:26:57.240 --> 0:26:59.520
<v Speaker 1>to make sure they get their seat at the console

0:27:00.040 --> 0:27:03.359
<v Speaker 1>and making sure others do too. Let's help the gaming

0:27:03.359 --> 0:27:09.679
<v Speaker 1>industry gets with the program. And that's it for this

0:27:09.720 --> 0:27:13.399
<v Speaker 1>week's episode. Keep up with Next Question by subscribing on

0:27:13.480 --> 0:27:17.000
<v Speaker 1>Apple Podcast, the I Heart Radio app, or wherever you

0:27:17.119 --> 0:27:19.760
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0:27:19.800 --> 0:27:23.439
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0:27:23.560 --> 0:27:26.040
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0:27:26.040 --> 0:27:29.240
<v Speaker 1>guidance these days, and let's face it, who doesn't sign

0:27:29.320 --> 0:27:32.240
<v Speaker 1>up for my morning newsletter wake Up Call by going

0:27:32.280 --> 0:27:35.159
<v Speaker 1>to Katie correct dot com. Thank you all so much

0:27:35.240 --> 0:27:38.280
<v Speaker 1>for listening, and until next time and my next question,

0:27:38.520 --> 0:28:00.399
<v Speaker 1>I'm Katie Couric. Next Question with Katie Rick is the

0:28:00.440 --> 0:28:03.600
<v Speaker 1>production of I Heart Radio and Katie Curreic Media. The

0:28:03.600 --> 0:28:07.040
<v Speaker 1>executive producers are Katie Kurik, Courtney Litz, and Tyler Klang.

0:28:07.320 --> 0:28:11.080
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0:28:11.119 --> 0:28:16.120
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0:28:21.480 --> 0:28:26.120
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0:28:26.119 --> 0:28:29.240
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