Technoculture and the Alt-Right: From #GamerGate to the 2016 Election

Technoculture

As mentioned in the introduction, this paper is primarily concerned with technoculture. Distinct from a virtual community or a cyberculture, technoculture is the intersect between physical reality and the digital. The term was popularized by Penley and Ross in their edited volume bearing the title Technoculture (1991). Technoculture is the cultural and political consequences of digital technology.

The primary example to be analyzed in this paper is the political and social discourse that surrounded online communities like 4chan and movements like #GamerGate. #GamerGaters who used 4chan and Reddit as spaces to interact and share experience, as well as, more negatively, to launch harassment against other users are an example of the social consequences that permeate our physical reality and which find safe space to flourish in a digital environment. Indeed, toxic technocultures are described by Adrienne Massanari in her 2015 article on the subject, in which she examines the algorithms and mechanics of sites like Reddit that allow, even encourage, such negative discourses to rise to the top of internet "feeds" and therefore influence social discourse related to subjects like gender and race. 

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