Online Solidarity Against Anti-Feminist Backlash in the Video Game Industry: The Case of Limbus Company

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초록

This study explores how South Korean gamers mobilized against anti feminism in the gaming industry through online activism, focusing on the Limbus Company (2023) incident, where a female illustrator faced feminist stigmatization and the subsequent solidarity movements that emerged on Twitter (X). Distinct from misogynistic male gaming communities, the solidarity movement was comprised of those who identified themselves as “ethical gamers,” a label that is not limited to women. While the movement identified itself as feminist, it prioritized labor protection, positioning the defense of victims’ professional rights as its primary objective. In the South Korean context, where feminist discourse often faces public resistance, the approach taken by the movement represents a strategic pivot toward pragmatic solutions. However, as feminist perspectives intersected with consumer identity, the movement often ended up prioritizing defensive argumentation over thorough deliberation. The conversations between movement participants tended to focus on prominent activists’ personal behavior, inadvertently creating alienation and exclusion of some activists. The study suggests that in order for a movement to bring about sustainable and meaningful changes, it must ensure broader inclusivity and avoid alienating potential allies. © 2025 Elsevier B.V., All rights reserved.

키워드

anti-feminist backlash; ethical gamers; game industry; online activism; social media
제목
Online Solidarity Against Anti-Feminist Backlash in the Video Game Industry: The Case of Limbus Company
저자
Kim, Boyoung; Park, Jihoon
DOI
10.20879/acr.2025.22.015
발행일
2025-08-30
유형
Article
저널명
Asian Communication Research
권
22
호
2
페이지
196 ~ 213