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Anita Sarkeesian | TEDxWomen

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    I'd like to share with you a story
    about how I accidently became the villain
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    of a massively online game in real life.
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    For the past four years, I've been running
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    a video web series on Youtube
    called Feminist Frequency,
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    where I deconstruct the representations
    of women in the media.
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    I try to provide the tools
    to give people the language to talk about
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    sexism and issues of gender
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    using accessible language
    from popular culture
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    such as TV shows, movies,
    comic books and video games.
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    Video games are really interesting
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    because it's actually
    the fastest growing form
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    of mass media today.
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    This is a photo of me at age 10,
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    playing Super Mario World
    on a Super Nintendo.
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    So I've been playing games
    for quite a while.
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    And, in addition
    to being a lot of fun to play,
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    games have lots of positive
    benefits as well.
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    So again, I've been playing games
    for a while,
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    but there's someting that always
    kind of bothered me.
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    It is no secret
    that the video game industry
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    boasts some of the most sexually
    objectified, stereotyped
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    and downright oppressive portrayals
    of women in any medium.
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    So, with that in mind, I decided to launch
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    a fundraising campaign on the crowdfunding
    website Kickstarter,
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    where I would create a series of videos
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    to look specifically at the way women
    are represented in video games.
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    The idea being that if you're interested
    in the project, you could donate
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    and if you weren't interested,
    you could choose not to donate.
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    It's pretty straightforward, right?
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    I mean, what could possibly go wrong?
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    Yeah.
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    Turns out, that there were a bunch
    of male gamers out there
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    who were, shall we say,
    not too excited about this project.
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    Now, I'm a pop culture critic,
    I'm a feminist and I'm a woman.
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    And I'm all of these things
    openly on the Internet.
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    So I'm no stranger to some level
    of sexist backlash.
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    I've sadly gotten used to sexist slurs
    and sexist insults
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    usually involving kitchens and sandwiches.
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    But what happened this time
    was a little bit different.
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    I found myself the target
    of a massive online hate campaign.
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    Now, the next couple of slides
    represent just a tiny fraction
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    of the harassment I received
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    and they come
    with a very large trigger warning.
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    All of my social media sites were flooded
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    with threats of rape, violence,
    sexual assault, death.
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    And you'll notice
    that these threats and comments
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    were all specifically targeting my gender.
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    The Wikipedia article about me
    was vandalized
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    with sexism, racism
    and pornographic images.
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    There was a campaign to report
    all of my social media accounts
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    including my Kickstarter,
    my Youtube, my Twitter
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    and they would report them as fraud,
    as spam, even as terrorism,
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    in an effort to get them suspended.
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    They attempted to knock
    my website offline,
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    hack into my e-mail and other accounts,
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    they attempted to collect and distribute
    my personal information,
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    including my home address
    and phone number.
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    There were images made,
    pornographic images made,
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    in my likeness being raped
    by video games characters
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    and sent to me again and again.
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    There was even a game made,
    where players were
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    invited to "beat the bitch out", in which,
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    upon clicking on the screen,
    an image of me would become
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    increasingly battled and bruised.
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    You get the point, we'll move on.
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    What's even more disturbing,
    if that's even possible,
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    in this overt display
    of misogyny on a grand scale,
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    is that the perpetrators openly referred
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    to this harassment campaign
    and their abuse as a “Game”.
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    They referred to their abuse as a game.
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    So, in their minds,
    they concocted this grand fiction
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    in which they're the heroic players
    of a massively multiplayer online game
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    working together to take down an enemy
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    and apparently they casted me
    in the role of the villain.
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    And what was my big diabolical masterplan?
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    To make a series of videos on YouTube
    about women's representations in games.
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    Yeah. So, if they think
    of their abuse as a "fun game",
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    then let's examine this.
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    Who are the players?
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    Well, often when we talk
    about online harassment,
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    we think of teenage boys
    in their parents' basements.
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    And while I was attacked
    by some teenage boys,
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    I was also attacked
    by thousands of grown men.
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    And this isn't entirely surprising
    considering the average age
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    of a male gamer in the US is about 30.
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    Where is this game played?
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    Well, the perpetrators turned
    the entire Internet into a battlefield.
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    So in my case they came after
    everything and anything
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    that I possibly have ever had online.
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    They also have a homebase,
    where they coordinate their raids
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    and work together and communicate.
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    And this usually takes place
    on largely unmoderated,
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    largely anonymous message
    boards and forums.
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    And these are places with no
    real mechanisms for accountability.
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    So what is the goal?
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    Well, the immediate exclusive goal
    is to stop the villain
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    and save video games from me,
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    and my crazy feminist schemes.
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    And they try to do this by silencing
    and discrediting me and my project.
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    But the larger implicit goal here
    is that they're actually trying
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    to maintain the status quo
    of video games as a male dominated space
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    and all of the privileges and entitlements
    that come with an unquestioned boys club.
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    So what type of game is this?
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    Well, it's fundamentally a social one.
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    We don't usually think
    of online harassment as a social activity,
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    but we do know from the strategies
    and tactics that they used
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    that they were not working alone,
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    that they were actually loosely
    coordinating with one another.
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    And this social component
    is a powerful motivating factor
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    that works to provide incentives
    for players to participate,
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    for perpetrators, rather, to participate,
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    and to actually escalate the attacks
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    by earning the praise
    and approval of their peers.
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    It's kind of like... we kind of think
    as an informal reward system
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    where players earn "Internet points"
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    for increasingly brazen
    and abusive attacks.
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    Then they would document these attacks,
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    and they would bring them back
    to the message boards
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    as evidence to show off to each other,
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    kind of like trophies or achievements.
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    So, we have this general structure
    of a social game, right?
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    We have players, we have the villain.
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    We have the battlefield.
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    We have, you know,
    this informal reward system.
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    But the thing is –
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    it's not a game.
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    It's an overt display of angry misogyny
    on a massive scale.
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    Its not just "boys being boys".
    It's not just "how the internet works".
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    And it’s not just going to go away
    if we ignore it.
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    It's really not a game.
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    So what is it then?
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    Well, the usual terms that we use
    to describe online harassment
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    such as cyberbullying, cyberstalking,
    even trolling
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    don't adequately describe
    a hate campaign of this scale.
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    What happened to me,
    and sadly to other women as well,
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    can best be described as a cybermob.
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    And whether it's a cybermob
    or a handful of hateful comments,
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    the end result is maintaining
    and reinforcing
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    and normalizing a culture of sexism –
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    where men who harass
    are supported by their peers
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    and rewarded for their sexist
    attitudes and behaviors
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    and where women are silenced, marginalized
    and excluded from full participation.
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    A "boys club" means no girls allowed.
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    And how do they keep women and girls out?
    Just like this.
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    By creating an environment
    that is too toxic and hostile to endure.
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    Now, this is pretty grim
    and depressing stuff, I know,
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    but there is another side of all of this.
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    Do you want to know what happened
    to my fundraiser after all of that?
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    Well, first, the cybermob
    failed to silence me,
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    as is evidence by me being here today.
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    (Applause)
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    Thank you.
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    And it turns out that quite a few people
    are actually interested in a project
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    that would deconstruct the representations
    of women in games,
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    and who were totally outraged
    at the harassment
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    that too often plagues
    our gaming communities.
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    I actually raised 25 times
    what I initially asked for.
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    (Applause) (Cheers)
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    Nearly seven thousands individuals
    contributed to make my Tropes vs. Women
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    in video games project
    bigger and better and more expansive
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    than I could ever had imagined.
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    Instead of just being 5 videos,
    it's now 13 videos
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    plus a classroom curriculum
    that educators can use for free.
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    (Applause)
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    Feminist Frequency went
    from a part-time side project
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    to a full time endeavor.
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    I received countless messages of support
    and words of encouragement.
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    People expressed their solidarity with me
    and my project publicly
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    through videos, through fanart,
    through comics and blog posts.
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    I've even been invited to speak
    at video game studios internationally.
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    The overwhelming support that I received
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    is just a small manifestation
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    of a larger cultural shift
    looming on the horizon.
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    A growing cross-section of gamers
    and game developers of all genders
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    are fed up with the way that women
    are being treated in gaming culture
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    and they’re speaking up to demand change.
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    Now, this change is happening slowly
    and kind of painfully, but it's happening.
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    Everyday I'm encouraged by the women
    who persevere, who continue to engage
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    and who refuse to be silenced.
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    I truly believe that if we work together,
    we can create a cultural shift
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    where women, without fear of intimidation,
    without fear of threats or harassment,
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    can be full and active participants
    in our digital world.
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    Thank you.
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    (Applause)
Title:
Anita Sarkeesian | TEDxWomen
Description:

This talk comes from a woman who was targeted by an online hate campaign. Predictably, the same campaign has targeted this talk, so comments have been shut down. If you'd like to comment constructively on this video, please share on your own social networks. Anita Sarkeesian talks about online misogyny in the video game community, and her experience with harassment because of her work.

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
10:30
  • Originally, "WHY ARE COMMENTS TURNED OFF? " TEDx coordinator put into talk description. I think that it should belong to the talk title. I leave it to the person who approves this talk to put wherever she wants.

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