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Initially, Gamergate was framed as a backlash against perceived threats to the gaming industry, particularly regarding diversity and progressive values. Its proponents claimed to champion ethics in gaming journalism, yet critics argued that it primarily served as a vehicle for harassment and misogynistic behavior targeted at women in gaming and journalism. Figures such as Anita Sarkeesian and Brianna Wu became focal points of the harassment, with many alleging that organized efforts sought to undermine their positions in the industry.