(Note: This essay contains spoilers for both Analogue: A Hate Story and its sequel Hate Plus; in addition it assumes knowledge of the game and its story.)

"She seems ...well... like one of the most amazing villainesses I've ever encountered."
“She seems …well… like one of the most amazing villainesses I’ve ever encountered.” (Pictured, Oh Eun-a. The one with the cursor on her face is *Hyun-ae).

“I just can’t believe a woman is responsible for all of this!” exclaims *Hyun-ae as you finish reading the most revelatory letter in all of Hate Plus’ archives. Her fury boils over—the regressed patriarchal nightmare that had taken hold on her colony ship, the Mugunghwa, the ninth circle of hell she had awoken into when her stasis pod was shattered by a feckless noble in want of a marriageable daughter, the same man who would steal her voice with steel—all of this was sired by a woman who made of her ideology a terrifying suture to bind the wounds of womanhood.

Oh Eun-a, no less an emancipated woman than the President of Mugunghwa University herself. She was the architect of the neo-Confucian patriarchy that the Mugunghwa degenerated into.

If pressed to name my favourite character in the series, I would—to no one’s greater shock than my own—have to name Oh Eun-a, however. In a game series that is an epistolary tableau of complex and intriguing characters, she manages quite the feat by standing out the most. Oh Eun-a is perhaps most easily described—and effaced—as a mad social scientist. But she is so much more than this sideways twist on a hoary old cliché; indeed, she reveals both the impossibility of womanhood under patriarchy and the terrible burdens of idealistic scholarship.

Visual metaphors! M.C. Esher! Giant ants! This picture has it all! (Giant ants– at least I like to pretend they’re huge– walking around a wire-mesh mobius strip).

It’s been quite a while since I updated here. I’ve been exceedingly busy working on a research project in my sociology department and with some of my other commitments as well as a few personal problems I had to overcome. But, I’m back, and I thought that in the wake of Anita Sarkeesian’s struggle with a cavalcade of trolls over her proposed webseries it’s worth digging up a recent piece of writing I submitted as a final paper in one of my classes (Gender and Geography). This paper sought to chart out the geographic dimensions of cyberspace, particularly gamer subculture, through the lens of “the space of exception”.

I’ve excerpted a part of the paper that I think is quite relevant to what had just transpired with Feminist Frequency. In a section entitled “It’s Just a Game” I describe how the “unreal” nature often imputed to gaming space gives licence to abuse that would be intolerable outside of it. This “unreality,” I argue, is on the flip-side of a pleasurable “reality” that also manifests in gaming culture. It feels like the real world, and yet isn’t; because of this, many  gamers feel able to express themselves in a deeply violent and prejudicial way. It feels like reality, and thus being a bigot provides all the perverse pleasure that asserting dominance over another person often provides, but the “unreal”/”fake” virtuality of the space provides moral and ideological cover for this behaviour. What follows is my attempt to draw together various sociological, geographic, and philosophical ideas to provide a thumbnail sketch of how all that works.


Gaming cyberspace provides a virtual refuge for a certain kind of masculinity, and one that is consciously constructed in defensive opposition to a rapidly changing world. Sociologist Michael Kimmel argues that for modern young heterosexual men “the fantasy world of media is both an escape from reality and an escape to reality,” capturing the dualism that defines a space of exception. He goes on to point out that this “reality” is one that “many of these guys secretly would like to inhabit” and that video games “provide a way for guys to feel empowered,” (Kimmel 2008: 150). His analysis of men’s relationship to virtual space concludes that these men feel “it’s nice to turn back the clock and return to a time when men ruled—and no one questioned it” (156).

It is hardly surprising that some men wish to perceive this as a “virtual men’s locker room” threatened by the presence of women. It is often constructed as a refuge for hegemonic masculinity, particularly as expressed through technological mastery. Connell identifies two hegemonic masculinities that she argues have diverged and are sometimes in tension with one another: dominance-based masculinity, and expertise-based masculinity (Connell 2000: 194-195). It can be theorised that gaming in cyberspace folds these two back together with a violent world of hierarchical rankings, which allows for the virtual embodiment of conquistador-style masculinity through the mastery of technology, thus reuniting two patriarchal symbolic universes. The conflict between these two masculinities may play out more widely in the physical world, but in the space of exception furnished by cyberspace they combine to form a unique but also familiar expression of gender

But it is here that we come to a very critical distinction between the space of exception constituted by, say, the [internment or prison] camp, and the space of exception the virtual world represents. The marked difference between “exception” and “normal” is important for all such spaces, but only in the virtual world is there an equally clear, aggressively policed, distinction between “real” and “unreal” that constitutes both cyberspace and its social practises. This is a nontrivial distinction, but also a connection between the two– cyberspace and social practise therein. The purported exceptionality of time and place surrounding the internet as a whole gives licence to the abuses within, and the ostensible unreality of gaming, more specifically, licences abuse within its boundaries.