Polygon Adds Disclosures To Some Games For Change Articles
(Last Updated On: July 10, 2016)

Three weeks ago it was brought to the attention of the One Angry Gamer staff that Polygon’s founding editor, Brian Crecente, had a conflict of interest with Games For Change. He was added in as a volunteer for their advisory board, but did not originally disclose that in the articles he wrote discussing the organization. Well, recently disclosures were added to two of the articles published by Crecente.

Twitter user Honkimus Maximus originally noted on June 24th, 2016 that one of Polygon’s articles by Crecente about Games For Change, entitled “Guns, games and violence: The real questions you should be asking” was updated shortly after Crecente was notified about the lack of disclosure.

Just recently, Honkimus Maximus, on July 10th, 2016, sent out a tweet notifying the public at large that Brian Crecente’s second article, entitled “In The Shadow of E3, this other festival gathers to discuss the impact of gaming”, which was originally published on June 22nd, 2016, was also updated with a disclosure.

The update may have come late but it’s better late than never.

Shortly after the original article went up back on June 24th, 2016 here at One Angry Gamer, Brian Crecente sent out a tweet acknowledging the lack of disclosure and stated that he would update the articles.

Additional articles written by other staff members of Polygon that centers around Games For Change still don’t disclose Brian Crecente’s relationship with the company. However, the articles written by him discussing Games For Change make the disclosure known.

While #GamerGate continues to get a bad rap in the mainstream media with constant ties to Nazism, white supremacy groups, racism, transphobia and the harassment of women, some individuals continue to utilize the hashtag to keep the discussion centered on ethics in journalism. The hashtag mostly mobilizes at this point to point out ethical flaws in media journalism and censorship and cultural issues that affect gaming.


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About

Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • Brian Hull

    It’s interesting because a FAR more relevant question than “gaming’s impact on us” would be OUR impact on games.

    People have given up censorial critique when it comes to film, music, art, and television, but for some reason believe that same critique used against the gaming industry will be relevant.

    The variety of gaming choices available in this day and age is utterly staggering, but critics and pundits tend to focus on 1% of mainstream games that cater to a certain demographic (young males) while ignoring the entire remainder of the industry- a fact that is especially tragic given the explosive rise of original indie gaming content in just the last two years, and the advent of VR gaming that’s about to boil over.

    Gaming is a harmless, creative, interactive outlet for hundreds of millions of people across the spectrum of age/sex/race/creed/culture and nation. We should be celebrating the renaissance of gaming, rather than paying attention to critics who thumb their nose at developers and pick apart games they would never have played in the first place.

    • You’ve summed up perfectly what I wish more game devs would point out when interviewed about this topic.

      A small percentage of mainstream games (I would even say less than 1%) cater specifically to a certain demographic and it’s attacked to no end. I’ve always argued that instead of focusing on denigrating gamers who enjoying GTA or Call of Duty or Dead or Alive, why not promote the games that do the opposite? It’s a free market and if people want to buy and play those games they can.

      It doesn’t make sense to go out of the way and attempt to fracture a market over what the media deems as “problematic” content.

    • Connor Hotzwik

      “Same goes for me double”

  • Brian Hull

    It’s interesting because a FAR more relevant question than “gaming’s impact on us” would be OUR impact on games.

    People have given up censorial critique when it comes to film, music, art, and television, but for some reason believe that same critique used against the gaming industry will be relevant.

    The variety of gaming choices available in this day and age is utterly staggering, but critics and pundits tend to focus on 1% of mainstream games that cater to a certain demographic (young males) while ignoring the entire remainder of the industry- a fact that is especially tragic given the explosive rise of original indie gaming content in just the last two years, and the advent of VR gaming that’s about to boil over.

    Gaming is a harmless, creative, interactive outlet for hundreds of millions of people across the spectrum of age/sex/race/creed/culture and nation. We should be celebrating the renaissance of gaming, rather than paying attention to critics who thumb their nose at developers and pick apart games they would never have played in the first place.