“Feminism” and “social justice” usually go hand-in-hand, and often carry negative connotation, especially in video game communities. Many players, often times male, complain about “feminist social justice warriors” trying to ruin their game play spaces with their ideas, arguing that such people don’t belong. In her article, “Game Studies for Great Justice”, Amanda Phillips defines social justice via quoting Robyn Wiegman: “the phrase “social justice” [can be] a generic figure of the political destination of identity knowledges, knowing that its meaning is precisely what is at stake in the different disciplinary and critical relations that generate identity-based scholarship” (117). Phillips goes on to explain that there are a variety of ways that social justice can be achieved: “[as] a scholar trained in the interpretive humanities, my social justice scholarship on games aims both to recognize the links between real-world structures of power and their diffuse ideological forms in games and to open up new futures through alternative interpretive readings. A sociologist may pursue social justice in game studies by giving voice to marginalized gaming communities. A game designer may pursue social justice by inventing new game mechanics that challenge the dominance of competition and violence in the medium” (117). In broad terms, social justice aims to modify or change certain political fallacies in different forms of media, with video games being the target in this discussion. Those who practice social justice in video games might speak out against offensive portrayals of LGBTQ+ characters, or argue for social equality for female gamers.
This can cause outrage from predominantly straight, cisgendered male player communities that believe that there is nothing wrong with their games, feminist “social justice warriors” are attacking them, and they don’t belong in “their” game play spaces. Such backlash is one of many reasons why feminist hackerspaces have formed globally. Sophie Toupin discusses such spaces in her article titled “Feminist Hackerspaces: The Synthesis of Feminist and Hacker Cultures”, noting that “they do not all identify as women-only — understandings of feminism differ from space to space” (2). While these spaces identify as feminist and made for women to interact with technology and coding in a welcoming space, they do not exclude men or those that don’t identify as women. Feminist and women dominant hackerspaces came about because when public hackerspaces began forming in the early 21st century, “hackerspaces have generally found it difficult to attract and/or retain women, lesbian, gay, trans and queer (LGBTQ) persons, gender non-conformists and people of color, among others” (3), Phillips explains.
In the end, feminism and social justice in games are not outright as bad as some individuals make them out to be, and can hopefully ignite positive change that makes game spaces more open for all types of individuals.