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The Death of Feminist Frequency and Toxic Activism (TM)

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Offline kat

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Feminist Frequency Ends

"At this point, what difference does it make!?"

A lot, ackshoeally, but not for the reasons the protagonist of this story might like to think.

Anita Sarkeesian is calling it quits on Feminist Frequency after some 14 years of 'political activism' [1], most of it notably as a consequence of gamergate flame baiting and cry-bullying [2].

"With my heart stuffed full of a million different emotions, today I share the news with you that Feminist Frequency is closing" [source].

Gamers aren't necessarily rejoicing the fact because they understand the politized toxicity she and her cohorts injected into the games industry has transmogrified into something more serious than the slow acting poison that was their intentionally fractious brand of "diversity and inclusion".

The truth is, Feminist Frequency's demise has been long over-due, the organisation living off the fumes spewed by its most fanatical supporters and political opportunists, and because the brand of activism they championed had outlived its usefulness to the corporations within the gaming industry Anita brags to have "changed".

No doubt these very same entities will agree, perhaps even going so far as dedicating a few column inches to appropriately glowing obituaries of sincere praise; a job well done; change worth changing for, and so on.

Of course, Feminist Frequency didn't 'change' anything. They, like most politically motivated organisations, were just a useful contemporary tool to further the aims of those they claim to be changing.

To that end, and why gamers aren't rejoicing or breathing sighs of relief, the toxic antagonistic politics of Anita Sarkeesian, Feminist Frequency, their viciously vocal cohorts and activist journalist colleagues, has simply been subsumed into ESG (Environmental, Social and Governance) and DEI (Diversity, Equity and Inclusion) initiatives and policies as though the former never existed, the only traces being individuals similarly absorbed into various hierarchical corporate structures they still think they're culture-jacking, just to be pushed into the background, surplus to requirements but kept around to keep them quiet.

They're no longer useful and have been cast aside despite their egotistical imaginings.

What they thought were corporate allies were just organisations utilising their aggressive activism to throw out the dead wood and bring in systems that afford far greater control over their footprints; the politics of Feminist Frequency were simply a tool corporations used to open the gates to the far more powerful and far reaching underlying politics that govern ESG, DEI and other initiatives; a quasi-technocratic neo-feudalism, a future where everything is controlled by a 'social credit score' and centralised digital currency. As the saying goes, "you will own nothing and be happy".

The hubris and arrogance, the political short-sighted toxic and anachronistic politics of Anita Sarkeesian, Feminist Frequency and her allies and cohorts in the media have condemned everyone, themselves included, to a future they will never control, and neither will their children, if they have any.

And if it weren't for gamers and gamergate just wanting to be left along to play vidya, we wouldn't have had a clue.


Footnotes:

[1] Activism that is fundamentally hatefully misandrist, targetting not just gamers through GamerGate, but more broadly men and boys. See;

[2] The "cry-bully" pleads they are being bullied while being the bully, or more aptly, a person who slaps another while claiming they are being slapped while doing the slapping. See;