Research Article
BibTex RIS Cite

FROM DIGITAL RESENTMENT TO RADICALIZATION:GAMERGATE AS A GATEWAY TO THE ALT-RIGHT

Year 2025, Issue: 42, 35 - 51, 30.11.2025
https://doi.org/10.20875/makusobed.1679380

Abstract

This study analyzes the role of the GamerGate controversy in the digital evolution of alt-right discourse. Originating from gaming culture, the movement evolved into a radical subculture driven by opposition to woke values and political correctness. The alt-right framed these progressive discourses as elitist, exclusionary, and authoritarian, portraying themselves as culturally displaced. GamerGate facilitated digital radicalization by mobilizing disaffected white, male, and heteronormative users and weaponizing cultural grievances. A qualitative, theoretically grounded, and conceptually informed approach is adopted. The findings show that GamerGate impacted not only gaming culture but also the broader digital public sphere and political communication strategies. Tactics such as trolling, doxxing, and harassment became normalized, contributing to the rise of far-right’s digital mobilization. Ultimately, GamerGate should be viewed as a critical precursor to platform-driven ideological polarization, marking an early stage in the formation of today’s digitally mediated political landscape.

Ethical Statement

-

Supporting Institution

-

Project Number

-

Thanks

-

References

  • Bezio, K. M. (2018). Ctrl-alt-del: Gamergate as a precursor to the rise of the alt-right. Leadership, 14(5), 556–566. https://doi.org/10.1177/1742715018793744
  • Blodgett, B. (2019a). Media in the post #Gamergate era: Coverage of reactionary fan anger and the terrorism of the privileged. Television & New Media, 21(2), 184–200. https://doi.org/10.1177/1527476419879918
  • Blodgett, B. (2019b). The persistence of whiteness: Race and contemporary gaming culture. Routledge.
  • Braithwaite, A. (2016). It’s about ethics in games journalism? Gamergaters and geek masculinity. Social Media + Society, 2(4). https://doi.org/10.1177/2056305116672484
  • Bryden, J., & Silverman, E. (2019). Underlying socio-political processes behind the 2016 US election. PLOS ONE, 14(4), e0214854. https://doi.org/10.1371/journal.pone.0214854
  • Butt, M. A. R. (2019). Gaming lifeworlds: Identity, experience, and ideology in contemporary gaming culture (Master’s thesis). York University.
  • Butt, T., & Khalid, M. (2018). Economic anxieties and the rise of the far-right in the United States. Journal of Political Economy Studies, 6(3), 110–125.
  • Cesarino, L., & Nardelli, P. H. J. (2021). The hidden hierarchy of far-right digital guerrilla warfare. Digital War, 2, 16–20.https://doi.org/10.1057/s42984-021-00032-3
  • Chen, B., Bevan, C. I., Tunggal, J. S., & Zhang, A. (2024). The Gamergate social network: Interpreting transphobia and alt-right hate online. Digital Studies/Le champ numérique, 14(1). https://doi.org/10.16995/dscn.11196
  • Cross, K. A. (2019). Toward a formal sociology of online harassment. Human Technology, 15(3), 326–346. https://doi.org/10.17011/ht/urn.201911265023
  • Dafaure, M. (2020). The “Great Meme War:” The alt-right and its multifarious enemies. Angles: New Perspectives on the Anglophone World, 10. https://journals.openedition.org/angles/369
  • Davis, M. (2019). A new, online culture war? The communication world of Breitbart.com. Communication Research and Practice, 5(1), 1–17. https://doi.org/10.1080/22041451.2018.1558790
  • Ferguson, C. J., & Glasgow, B. (2021). Who are Gamergate? A descriptive study of individuals involved in the Gamergate controversy. Psychology of Popular Media, 10(2), 243–247. https://doi.org/10.1037/ppm0000280
  • Frissen, T. (2021). Internet, the great radicalizer? Exploring relationships between seeking for online extremist materials and cognitive radicalization in young adults. Computers in Human Behavior, 114, 106549. https://doi.org/10.1016/j.chb.2020.106549
  • Fukuyama, F. (2018). Against identity politics: The new tribalism and the crisis of democracy. Foreign Affairs, 97(5). https://www.foreignaffairs.com/articles/americas/2018-08-14/against-identity-politics-tribalism- francis-fukuyama
  • Gandolfi, E., & Ferdig, R. E. (2021). Sharing dark sides on game service platforms: Disruptive behaviors and toxicity in Dota2 through a platform lens. Convergence: The International Journal of Research into New Media Technologies, 28(2), 468–487. https://doi.org/10.1177/13548565211028809
  • Gray, K. L., Buyukozturk, B., & Hill, Z. G. (2017). Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3). https://doi.org/10.1111/soc4.12458
  • Guhl, J., Ebner, J., & Rau, J. (2022). The online ecosystem of the far-right: From incel culture to anti-woke narratives. Institute for Strategic Dialogue.
  • Hagen, S. (2023). 4Chumblr's divorce: Revisiting the online culture wars through the 2014 Tumblr–4chan raids. Convergence: The International Journal of Research into New Media Technologies. Advance online publication. https://doi.org/10.1177/13548565231190008
  • Harley, D. E. (2019). The politics of consumer VR: Framing contemporary virtual reality (Master’s thesis). York University.
  • Hartanto, H., Subandi, S., & Pavlova, O. (2020). Progressive view on social justice: netizen opinions about social justice warrior. Psikohumaniora: Jurnal Penelitian Psikologi, 5(1), 107. https://doi.org/10.21580/pjpp.v5i1.5250
  • Hassan, G., Brouillette-Alarie, S., Alava, S., Frau-Meigs, D., Lavoie, L., Fetiu, A., Varela, W., Borokhovski, E., Venkatesh, V., Rousseau, C., & Sieckelinck, S. (2018). Exposure to extremist online content could lead to violent radicalization: A systematic review of empirical evidence. International Journal of Developmental Science, 12(1–2), 71–88. https://doi.org/10.3233/DEV-170233
  • Hunter, J. D. (1992). Culture wars: The struggle to define America. Basic Books.
  • Jenson, J., Castell, S. de., Kanapelka, O., & Skardzius, K. (2024). Gaming equity: Women, videogame companies, and public discourse. International Conference on Gender Research, 7(1). https://doi.org/10.34190/icgr.7.1.2110
  • Klotz, P. (1999). Politeness and political correctness: Ideological implications. Pragmatics, 9(1), 155–161. https://doi.org/10.1075/prag.9.1.08klo
  • Kowert, R., Martel, A., & Swann, W. B. (2022). Not just a game: Identity fusion and extremism in gaming cultures. Frontiers in Communication, 7, 1007128. https://doi.org/10.3389/fcomm.2022.1007128
  • Léger, M. J. (2024). Class struggle and identity politics: A guide. Routledge.
  • Lewis, R. (2020). “This is what the news won’t show you”: YouTube creators and the reactionary politics of micro-celebrity. Television & New Media, 21(2), 201–217.
  • Madigan, T. (2023). Inverted totems: On the significance of ‘woke’ in the culture wars. Religions, 14(11), 1337. https://doi.org/10.3390/rel14111337
  • Madrid Gil, S. (2023). Woke culture and the history of America: From colonisation to depersonalisation. Church, Communication and Culture, 8(1), 18–42. https://doi.org/10.1080/23753234.2023.2174890
  • Majamäki, M. (2016). Ordinary men with extra-ordinary skills? masculinity constructs among mmorpg- gamers. Journal of Research in Gender Studies, 6(2), 90. https://doi.org/10.22381/jrgs6220166
  • Marwick, A. and Furl, K. (2021). Taking the redpill: talking about extremism. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2021i0.12207
  • Marwick, A., & Lewis, R. (2018). Media manipulation and disinformation online. Data & Society Research Institute. https://datasociety.net/pubs/oh/DataAndSociety_MediaManipulationAndDisinformationOnline.pdf
  • Marwick, A., & Partin, W. C. (2022). Constructing alternative facts: Populist expertise and the “alternative influencer” ecosystem. New Media & Society, 24(4), 868–887.
  • Marwick, A., Clancy, B., & Furl, K. (2022). Far-right online radicalization: a review of the literature. The Bulletin of Technology &Amp; Public Life. https://doi.org/10.21428/bfcb0bff.e9492a11
  • Masalha, O., & Baş, Ö. (2023). An analysis of social media content shared by right-wing extremist groups in the United States, the Great Britain and Australia. Connectist: Istanbul University Journal of Communication Sciences, 64, 155–182. https://doi.org/10.26650/CONNECTIST2023-1055875
  • Mason, L. (2018). Uncivil agreement: How politics became our identity. University of Chicago Press.
  • McCauley, C., & Moskalenko, S. (2017). Friction: How radicalization happens to them and us. Oxford University Press.
  • McLean, L. and Griffiths, M. D. (2013). Female gamers. International Journal of Game-Based Learning, 3(3), 54-71. https://doi.org/10.4018/ijgbl.2013070105
  • Miller-Idriss, C. (2023). Anavatanda nefret: Yeni küresel aşırı sağ (B. Hıroğlu, Trans.). Ayrıntı Yayınları. (Original work published 2020)
  • Mortensen, T. E. (2016). Anger, fear, and games: The long event of #GamerGate. Games and Culture, 13(8), 787–806. https://doi.org/10.1177/1555412016648201
  • Munn, L. (2022). Alt-right pipeline: How extremists recruit and radicalize through gaming and meme culture. Media, Culture & Society, 44(2), 225–242.
  • Muste, C. P. (2014). Reframing polarization: Social groups and "culture wars". PS: Political Science & Politics, 47(2), 432–442. https://doi.org/10.1017/S1049096514000353
  • Nagle, A. (2017). Kill all normies: Online culture wars from 4chan and Tumblr to Trump and the alt-right. Zero Books.
  • O’Donnell, J. (2019). Militant meninism: The militaristic discourse of Gamergate and Men’s Rights Activism. Media, Culture & Society, 42(5), 654–674. https://doi.org/10.1177/0163443719876624
  • Paché, G. (2022). Woke culture syndrome: Is research in management under threat? Journal of Management Research, 14(1), 1–12. https://doi.org/10.5296/jmr.v14i1.19323
  • Perreault, G., & Vos, T. P. (2016). The Gamergate controversy and journalistic paradigm maintenance. Journalism, 19(4), 553–569. https://doi.org/10.1177/1464884916670932
  • Phelan, S. (2019). Neoliberalism, the far right, and the disparaging of “social justice warriors.” Communication, Culture & Critique, 12(4), 539–559. https://doi.org/10.1093/ccc/tcz040
  • Risius, M., Blasiak, K. M., & Wibisono, S. (2024). The digital augmentation of extremism: Reviewing and guiding online extremism research from a sociotechnical perspective. Information Systems Journal, 34(3), 931–963. https://doi.org/10.1111/isj.12454
  • Romero-Medina, P., & Vilasís-Pamos, J. (2024). Alt-right shadows over gaming and masculinities: A systematic narrative review. Review of Communication Research, 12, 169–182. https://doi.org/10.52152/RCR.V12.10
  • Ryu, D. and Jeong, J. (2018). Two faces of today's learners: multiple identity formation. Journal of Educational Computing Research, 57(6), 1351-1375. https://doi.org/10.1177/0735633118791830
  • Salter, A., & Blodgett, B. (2025). Toxic geek masculinity in media: Sexism, trolling, and identity policing (2nd ed.). Routledge.
  • Salter, M. (2017). From geek masculinity to Gamergate: The technological rationality of online abuse. Crime, Media, Culture, 14(2), 247–264. https://doi.org/10.1177/1741659017690893
  • Salter, M. (2018). From geek masculinity to Gamergate: The technological rationality of online abuse. Crime, Media, Culture, 14(2), 247–264. https://doi.org/10.1177/1741659017690893
  • Schradie, J. (2019). The Revolution That Wasn’t: How Digital Activism Favors Conservatives. Harvard University Press.
  • Selvanathan, H. P., & Leidner, B. (2021). Normalization of the alt-right: How perceived prevalence and acceptability of the alt-right is linked to public attitudes. Group Processes & Intergroup Relations, 25(6), 1594–1615. https://doi.org/10.1177/13684302211017633
  • Sobande, F., Kanai, A., & Zeng, N. (2022). The hypervisibility and discourses of ‘wokeness’ in digital culture. Media, Culture & Society, 44(8), 1576–1587. https://doi.org/10.1177/01634437221117490
  • Sunstein, C. R. (2009). Going to extremes: How like minds unite and divide. Oxford University Press.
  • Sunstein, C. R. (2017). #Republic: Divided democracy in the age of social media. Princeton University Press.
  • Thompson, J., & Hawley, G. (2021). Does the alt‐right still matter? An examination of alt‐right influence between 2016 and 2018. Nations and Nationalism, 27(4), 1165–1180. https://doi.org/10.1111/nana.12736
  • Topinka, R. J. (2018). Politically incorrect participatory media: Racist nationalism on r/ImGoingToHellForThis. New Media & Society, 20(5), 2050–2069.
  • Valentini, D., Lorusso, A. M., & Stephan, A. (2020). Onlife extremism: Dynamic integration of digital and physical spaces in radicalization. Frontiers in Psychology, 11, 524. https://doi.org/10.3389/fpsyg.2020.00524
  • Vogelaar, J. (2023). Right to ‘woke’: A critical discourse analysis on the discursive trajectory of ‘woke’ (Master’s thesis). Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam.
  • Wells, G., Romhanyi, A., Reitman, J. G., Gardner, R. T., Squire, K., & Steinkuehler, C. (2023). Right-wing extremism in mainstream games: A review of the literature. Games and Culture, 19(4), 469–492. https://doi.org/10.1177/15554120231167214
  • White, J., Wallner, C., Lamphere-Englund, G., Kowert, R., Schlegel, L., Kingdon, A., Phelan, A., Newhouse, A., Saiz, G., & Regeni, P. (2024). Radicalisation through gaming: The role of gendered social identity. Royal United Services Institute for Defence and Security Studies (RUSI).
  • Williams, J. C. (2017). White working class: Overcoming class cluelessness in America. Harvard Business Review Press.
  • Winter, A. (2019). Online hate: From the far-right to the ‘alt-right’ and from the margins to the mainstream. In K. Lumsden & E. Harmer (Eds.), Online Othering (pp. 39–62). Palgrave Macmillan. https://doi.org/10.1007/978- 3-030-12633-9_2
  • Zhang, X., & Davis, M. (2022). E-extremism: A conceptual framework for studying the online far right. New Media & Society, 26(5), 2954–2970. https://doi.org/10.1177/14614448221098360
  • Žižek, S. (2018). Troubles with identity. The Philosophical Salon. https://thephilosophicalsalon.com/troubles- with-identity/
  • Zukić, M. (2024). The use of politically correct speech in media. MAP Social Sciences, 5, 68–77. https://doi.org/10.53880/2744-2454.2024.5.6

DİJİTAL HOŞNUTSUZLUKTAN RADİKALLEŞMEYE: GAMERGATE’İN ALT-RIGHT’A AÇILAN BİR GEÇİT OLARAK ROLÜ

Year 2025, Issue: 42, 35 - 51, 30.11.2025
https://doi.org/10.20875/makusobed.1679380

Abstract

Bu çalışma, GamerGate olayının alt-right dijital söyleminin gelişimindeki rolünü analiz etmektedir. Oyun kültüründen doğan bu hareketin, zamanla “woke” ve politik doğruculuk söylemlerine karşı gelişen tepkiyle nasıl radikal bir dijital alt-kültür inşa ettiğini incelemektedir. GamerGate, sosyal adalet girişimlerini elitist ve dışlayıcı olarak çerçeveleyen bir ideolojik refleks geliştirmiş; özellikle beyaz, erkek ve heteronormatif kimlikleri tehdit altında hisseden bireylerin dijital radikalleşmesini hızlandırmıştır. Çalışma, niteliksel, kuramsal ve kavramsal analiz yöntemleriyle yürütülmüştür. Bulgular, GamerGate’in sadece oyun alanını değil, dijital kamusal alanı ve politik iletişim pratiklerini de dönüştürdüğünü göstermektedir. Hareket, trolleme, doxxing ve çevrimiçi taciz gibi taktikleri meşrulaştırmış, aşırı sağcı alt-kültürlerin dijital mobilizasyonuna zemin hazırlamıştır. Sonuç olarak GamerGate, platform merkezli kutuplaşmanın erken evresinde belirleyici bir dönüm noktası olarak değerlendirilmektedir.

Project Number

-

References

  • Bezio, K. M. (2018). Ctrl-alt-del: Gamergate as a precursor to the rise of the alt-right. Leadership, 14(5), 556–566. https://doi.org/10.1177/1742715018793744
  • Blodgett, B. (2019a). Media in the post #Gamergate era: Coverage of reactionary fan anger and the terrorism of the privileged. Television & New Media, 21(2), 184–200. https://doi.org/10.1177/1527476419879918
  • Blodgett, B. (2019b). The persistence of whiteness: Race and contemporary gaming culture. Routledge.
  • Braithwaite, A. (2016). It’s about ethics in games journalism? Gamergaters and geek masculinity. Social Media + Society, 2(4). https://doi.org/10.1177/2056305116672484
  • Bryden, J., & Silverman, E. (2019). Underlying socio-political processes behind the 2016 US election. PLOS ONE, 14(4), e0214854. https://doi.org/10.1371/journal.pone.0214854
  • Butt, M. A. R. (2019). Gaming lifeworlds: Identity, experience, and ideology in contemporary gaming culture (Master’s thesis). York University.
  • Butt, T., & Khalid, M. (2018). Economic anxieties and the rise of the far-right in the United States. Journal of Political Economy Studies, 6(3), 110–125.
  • Cesarino, L., & Nardelli, P. H. J. (2021). The hidden hierarchy of far-right digital guerrilla warfare. Digital War, 2, 16–20.https://doi.org/10.1057/s42984-021-00032-3
  • Chen, B., Bevan, C. I., Tunggal, J. S., & Zhang, A. (2024). The Gamergate social network: Interpreting transphobia and alt-right hate online. Digital Studies/Le champ numérique, 14(1). https://doi.org/10.16995/dscn.11196
  • Cross, K. A. (2019). Toward a formal sociology of online harassment. Human Technology, 15(3), 326–346. https://doi.org/10.17011/ht/urn.201911265023
  • Dafaure, M. (2020). The “Great Meme War:” The alt-right and its multifarious enemies. Angles: New Perspectives on the Anglophone World, 10. https://journals.openedition.org/angles/369
  • Davis, M. (2019). A new, online culture war? The communication world of Breitbart.com. Communication Research and Practice, 5(1), 1–17. https://doi.org/10.1080/22041451.2018.1558790
  • Ferguson, C. J., & Glasgow, B. (2021). Who are Gamergate? A descriptive study of individuals involved in the Gamergate controversy. Psychology of Popular Media, 10(2), 243–247. https://doi.org/10.1037/ppm0000280
  • Frissen, T. (2021). Internet, the great radicalizer? Exploring relationships between seeking for online extremist materials and cognitive radicalization in young adults. Computers in Human Behavior, 114, 106549. https://doi.org/10.1016/j.chb.2020.106549
  • Fukuyama, F. (2018). Against identity politics: The new tribalism and the crisis of democracy. Foreign Affairs, 97(5). https://www.foreignaffairs.com/articles/americas/2018-08-14/against-identity-politics-tribalism- francis-fukuyama
  • Gandolfi, E., & Ferdig, R. E. (2021). Sharing dark sides on game service platforms: Disruptive behaviors and toxicity in Dota2 through a platform lens. Convergence: The International Journal of Research into New Media Technologies, 28(2), 468–487. https://doi.org/10.1177/13548565211028809
  • Gray, K. L., Buyukozturk, B., & Hill, Z. G. (2017). Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3). https://doi.org/10.1111/soc4.12458
  • Guhl, J., Ebner, J., & Rau, J. (2022). The online ecosystem of the far-right: From incel culture to anti-woke narratives. Institute for Strategic Dialogue.
  • Hagen, S. (2023). 4Chumblr's divorce: Revisiting the online culture wars through the 2014 Tumblr–4chan raids. Convergence: The International Journal of Research into New Media Technologies. Advance online publication. https://doi.org/10.1177/13548565231190008
  • Harley, D. E. (2019). The politics of consumer VR: Framing contemporary virtual reality (Master’s thesis). York University.
  • Hartanto, H., Subandi, S., & Pavlova, O. (2020). Progressive view on social justice: netizen opinions about social justice warrior. Psikohumaniora: Jurnal Penelitian Psikologi, 5(1), 107. https://doi.org/10.21580/pjpp.v5i1.5250
  • Hassan, G., Brouillette-Alarie, S., Alava, S., Frau-Meigs, D., Lavoie, L., Fetiu, A., Varela, W., Borokhovski, E., Venkatesh, V., Rousseau, C., & Sieckelinck, S. (2018). Exposure to extremist online content could lead to violent radicalization: A systematic review of empirical evidence. International Journal of Developmental Science, 12(1–2), 71–88. https://doi.org/10.3233/DEV-170233
  • Hunter, J. D. (1992). Culture wars: The struggle to define America. Basic Books.
  • Jenson, J., Castell, S. de., Kanapelka, O., & Skardzius, K. (2024). Gaming equity: Women, videogame companies, and public discourse. International Conference on Gender Research, 7(1). https://doi.org/10.34190/icgr.7.1.2110
  • Klotz, P. (1999). Politeness and political correctness: Ideological implications. Pragmatics, 9(1), 155–161. https://doi.org/10.1075/prag.9.1.08klo
  • Kowert, R., Martel, A., & Swann, W. B. (2022). Not just a game: Identity fusion and extremism in gaming cultures. Frontiers in Communication, 7, 1007128. https://doi.org/10.3389/fcomm.2022.1007128
  • Léger, M. J. (2024). Class struggle and identity politics: A guide. Routledge.
  • Lewis, R. (2020). “This is what the news won’t show you”: YouTube creators and the reactionary politics of micro-celebrity. Television & New Media, 21(2), 201–217.
  • Madigan, T. (2023). Inverted totems: On the significance of ‘woke’ in the culture wars. Religions, 14(11), 1337. https://doi.org/10.3390/rel14111337
  • Madrid Gil, S. (2023). Woke culture and the history of America: From colonisation to depersonalisation. Church, Communication and Culture, 8(1), 18–42. https://doi.org/10.1080/23753234.2023.2174890
  • Majamäki, M. (2016). Ordinary men with extra-ordinary skills? masculinity constructs among mmorpg- gamers. Journal of Research in Gender Studies, 6(2), 90. https://doi.org/10.22381/jrgs6220166
  • Marwick, A. and Furl, K. (2021). Taking the redpill: talking about extremism. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2021i0.12207
  • Marwick, A., & Lewis, R. (2018). Media manipulation and disinformation online. Data & Society Research Institute. https://datasociety.net/pubs/oh/DataAndSociety_MediaManipulationAndDisinformationOnline.pdf
  • Marwick, A., & Partin, W. C. (2022). Constructing alternative facts: Populist expertise and the “alternative influencer” ecosystem. New Media & Society, 24(4), 868–887.
  • Marwick, A., Clancy, B., & Furl, K. (2022). Far-right online radicalization: a review of the literature. The Bulletin of Technology &Amp; Public Life. https://doi.org/10.21428/bfcb0bff.e9492a11
  • Masalha, O., & Baş, Ö. (2023). An analysis of social media content shared by right-wing extremist groups in the United States, the Great Britain and Australia. Connectist: Istanbul University Journal of Communication Sciences, 64, 155–182. https://doi.org/10.26650/CONNECTIST2023-1055875
  • Mason, L. (2018). Uncivil agreement: How politics became our identity. University of Chicago Press.
  • McCauley, C., & Moskalenko, S. (2017). Friction: How radicalization happens to them and us. Oxford University Press.
  • McLean, L. and Griffiths, M. D. (2013). Female gamers. International Journal of Game-Based Learning, 3(3), 54-71. https://doi.org/10.4018/ijgbl.2013070105
  • Miller-Idriss, C. (2023). Anavatanda nefret: Yeni küresel aşırı sağ (B. Hıroğlu, Trans.). Ayrıntı Yayınları. (Original work published 2020)
  • Mortensen, T. E. (2016). Anger, fear, and games: The long event of #GamerGate. Games and Culture, 13(8), 787–806. https://doi.org/10.1177/1555412016648201
  • Munn, L. (2022). Alt-right pipeline: How extremists recruit and radicalize through gaming and meme culture. Media, Culture & Society, 44(2), 225–242.
  • Muste, C. P. (2014). Reframing polarization: Social groups and "culture wars". PS: Political Science & Politics, 47(2), 432–442. https://doi.org/10.1017/S1049096514000353
  • Nagle, A. (2017). Kill all normies: Online culture wars from 4chan and Tumblr to Trump and the alt-right. Zero Books.
  • O’Donnell, J. (2019). Militant meninism: The militaristic discourse of Gamergate and Men’s Rights Activism. Media, Culture & Society, 42(5), 654–674. https://doi.org/10.1177/0163443719876624
  • Paché, G. (2022). Woke culture syndrome: Is research in management under threat? Journal of Management Research, 14(1), 1–12. https://doi.org/10.5296/jmr.v14i1.19323
  • Perreault, G., & Vos, T. P. (2016). The Gamergate controversy and journalistic paradigm maintenance. Journalism, 19(4), 553–569. https://doi.org/10.1177/1464884916670932
  • Phelan, S. (2019). Neoliberalism, the far right, and the disparaging of “social justice warriors.” Communication, Culture & Critique, 12(4), 539–559. https://doi.org/10.1093/ccc/tcz040
  • Risius, M., Blasiak, K. M., & Wibisono, S. (2024). The digital augmentation of extremism: Reviewing and guiding online extremism research from a sociotechnical perspective. Information Systems Journal, 34(3), 931–963. https://doi.org/10.1111/isj.12454
  • Romero-Medina, P., & Vilasís-Pamos, J. (2024). Alt-right shadows over gaming and masculinities: A systematic narrative review. Review of Communication Research, 12, 169–182. https://doi.org/10.52152/RCR.V12.10
  • Ryu, D. and Jeong, J. (2018). Two faces of today's learners: multiple identity formation. Journal of Educational Computing Research, 57(6), 1351-1375. https://doi.org/10.1177/0735633118791830
  • Salter, A., & Blodgett, B. (2025). Toxic geek masculinity in media: Sexism, trolling, and identity policing (2nd ed.). Routledge.
  • Salter, M. (2017). From geek masculinity to Gamergate: The technological rationality of online abuse. Crime, Media, Culture, 14(2), 247–264. https://doi.org/10.1177/1741659017690893
  • Salter, M. (2018). From geek masculinity to Gamergate: The technological rationality of online abuse. Crime, Media, Culture, 14(2), 247–264. https://doi.org/10.1177/1741659017690893
  • Schradie, J. (2019). The Revolution That Wasn’t: How Digital Activism Favors Conservatives. Harvard University Press.
  • Selvanathan, H. P., & Leidner, B. (2021). Normalization of the alt-right: How perceived prevalence and acceptability of the alt-right is linked to public attitudes. Group Processes & Intergroup Relations, 25(6), 1594–1615. https://doi.org/10.1177/13684302211017633
  • Sobande, F., Kanai, A., & Zeng, N. (2022). The hypervisibility and discourses of ‘wokeness’ in digital culture. Media, Culture & Society, 44(8), 1576–1587. https://doi.org/10.1177/01634437221117490
  • Sunstein, C. R. (2009). Going to extremes: How like minds unite and divide. Oxford University Press.
  • Sunstein, C. R. (2017). #Republic: Divided democracy in the age of social media. Princeton University Press.
  • Thompson, J., & Hawley, G. (2021). Does the alt‐right still matter? An examination of alt‐right influence between 2016 and 2018. Nations and Nationalism, 27(4), 1165–1180. https://doi.org/10.1111/nana.12736
  • Topinka, R. J. (2018). Politically incorrect participatory media: Racist nationalism on r/ImGoingToHellForThis. New Media & Society, 20(5), 2050–2069.
  • Valentini, D., Lorusso, A. M., & Stephan, A. (2020). Onlife extremism: Dynamic integration of digital and physical spaces in radicalization. Frontiers in Psychology, 11, 524. https://doi.org/10.3389/fpsyg.2020.00524
  • Vogelaar, J. (2023). Right to ‘woke’: A critical discourse analysis on the discursive trajectory of ‘woke’ (Master’s thesis). Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam.
  • Wells, G., Romhanyi, A., Reitman, J. G., Gardner, R. T., Squire, K., & Steinkuehler, C. (2023). Right-wing extremism in mainstream games: A review of the literature. Games and Culture, 19(4), 469–492. https://doi.org/10.1177/15554120231167214
  • White, J., Wallner, C., Lamphere-Englund, G., Kowert, R., Schlegel, L., Kingdon, A., Phelan, A., Newhouse, A., Saiz, G., & Regeni, P. (2024). Radicalisation through gaming: The role of gendered social identity. Royal United Services Institute for Defence and Security Studies (RUSI).
  • Williams, J. C. (2017). White working class: Overcoming class cluelessness in America. Harvard Business Review Press.
  • Winter, A. (2019). Online hate: From the far-right to the ‘alt-right’ and from the margins to the mainstream. In K. Lumsden & E. Harmer (Eds.), Online Othering (pp. 39–62). Palgrave Macmillan. https://doi.org/10.1007/978- 3-030-12633-9_2
  • Zhang, X., & Davis, M. (2022). E-extremism: A conceptual framework for studying the online far right. New Media & Society, 26(5), 2954–2970. https://doi.org/10.1177/14614448221098360
  • Žižek, S. (2018). Troubles with identity. The Philosophical Salon. https://thephilosophicalsalon.com/troubles- with-identity/
  • Zukić, M. (2024). The use of politically correct speech in media. MAP Social Sciences, 5, 68–77. https://doi.org/10.53880/2744-2454.2024.5.6
There are 70 citations in total.

Details

Primary Language English
Subjects Social Media Studies, Political Communication, Communication Sociology, Game Sociology
Journal Section Research Article
Authors

Mert Can Atar 0000-0002-2479-8120

Project Number -
Publication Date November 30, 2025
Submission Date April 18, 2025
Acceptance Date September 29, 2025
Published in Issue Year 2025 Issue: 42

Cite

APA Atar, M. C. (2025). FROM DIGITAL RESENTMENT TO RADICALIZATION:GAMERGATE AS A GATEWAY TO THE ALT-RIGHT. Mehmet Akif Ersoy University Journal of Social Sciences Institute(42), 35-51. https://doi.org/10.20875/makusobed.1679380