crimsonheadGCN
Banned
UPDATE: FF has outlined what is planned for the future. She will be doing a new video series and hiring more people:
https://www.kickstarter.com/projects/566429325/tropes-vs-women-in-video-games/posts/1115560
https://www.dropbox.com/s/q4z6qa561roidh5/femfreq_annualreport2014.pdf?dl=0
I never knew that she made Feminist Frequency into a nonprofit organization.
• Begin a new video series examining the representations of men and masculinity in
video games
• Begin a miniseries presenting examples of positive female characters in video
games[
• Continue producing Tropes vs Women in Video Games beginning with “Women as
Reward”
• Continue and expand efforts to advocate for equitable online spaces by educating
and consulting on issues of gendered online harassment
• Expand the organization by hiring new staff members
• Complete a rebranding of Feminist Frequency including a new logo design and
website
• Create Feminist Frequency merchandise
https://www.kickstarter.com/projects/566429325/tropes-vs-women-in-video-games/posts/1115560
The Original Plan
Back in 2011, I created a series of six relatively short videos called Tropes vs Women that examined a handful of harmful gender tropes primarily found in television and movies. After their release, I received many positive messages from viewers who had felt uncomfortable when they saw these themes in their favorite media, and after watching my video series, they could finally articulate why. Because of the positive feedback I decided to do a follow-up series. I had been wanting to do some extended episodes on video games and since many of the tropes on my list were highly prevalent in gaming, the Tropes vs Women in Video Games kickstarter was born.
Initially, I imagined that each of the five videos would be about 10-12 minutes, give or take, with episode structures similar to the original series: description of the trope, relatively quick overview, a handful of game examples from major titles, and a brief 101-style ‘why does this matter’ analysis. I envisioned my audience primarily as young women, largely feminists or those already dissatisfied or uncomfortable with the status quo. I budgeted the initial project at $10,000. I set the Kickstarter goal to $6,000 and was anticipating an additional $4,000 in grants. This would cover the costs of production, equipment, games etc. and I would continue to volunteer time to produce the episodes.
So What Happened?
Much to my surprise and delight, I raised the initial $6,000 within 24 hours. As support for the project continued to pour in, I quickly expanded the number of videos I was going to produce and set up more stretch goals including an increase in production quality and a classroom curriculum. It wasn’t until halfway through the fundraiser that the harassment campaign began, and it’s never stopped. Not only did this harassment change my life, but it also forced me to fundamentally change the way I approached this project.
...
Back in June of 2012, I never imagined that the initial surge of harassment would not only increase in volume, but continue for years to come. One thing was immediately apparent, however: the harassers had made it their mission to pick apart and distort every minuscule detail of my work and even my personal life in order to try to discredit, defame, and ultimately silence me. My arguments and examples had to be airtight; I felt I could not afford to make a single mistake or error. That was, and is, a lot of pressure.
What We’ve Accomplished
I’m very proud of what we’ve accomplished with Feminist Frequency over the last two years. We’ve released six long-form episodes in the Tropes vs Women in Video Games series plus an accompanying animated video narrated by Jennifer Hale. Our YouTube channel has garnered over 17 million views and our Twitter account now has over 230,000 followers.
...
One of the most hopeful signs for me is how often developers have expressed their appreciation for my work. I have been invited to speak at game studios like EA DICE, Bungie, and ArenaNet. Developers at both indie and major game studios continue to reach out to me personally to tell me how our video series, and our larger work at Feminist Frequency has played a significant role in shaping internal conversations at all levels of production. Developers who were responsible for some of the games that I have critiqued in my series have graciously accepted the criticism and have promised to do better in the future.
Financials
When our kickstarter campaign ended on June 16, 2012 we raised a total of $158,922. Here is a breakdown of how the funds have been used:

If you are interested in learning more about Feminist Frequency as a nonprofit and our work, please take a look at our 2014 Annual Report [PDF].
https://www.dropbox.com/s/q4z6qa561roidh5/femfreq_annualreport2014.pdf?dl=0
I never knew that she made Feminist Frequency into a nonprofit organization.