Showing posts with label Anita Sarkeesian. Show all posts
Showing posts with label Anita Sarkeesian. Show all posts

"RENÉ GUÉNON DOES NOT EXIST": A REMINDER FOR THOSE ON THE RIGHT



René Guénon (1886-1951) is mainly acknowledged on the Right for having had a deep influence on Julius Evola. Though both thinkers could disagree on small issues, the latter held the former in a sufficiently high esteem to praise him as “a teacher for modern times”, something he would never have said about any philosopher or post-Enlightenment intellectual.

Beyond Evola, Guénon also had an important legacy in religious and comparative studies. His detailed works on Hinduism played a crucial role in shaping research of the so-called Oriental world. Despite the fact that some of Guénon’s reflections are far from politically correct, his books are still sold by the prestigious and over-the-counter Parisian publisher Gallimard. The religious historian Mircea Eliade, whom one may hear about if he opts for comparative studies today, also held a deep interest in Guénon’s views – at a time when he was also close to Corneliu Codreanu.

Even though he achieved success through his works, Guénon always rejected the labels of “philosopher” or “intellectual.” Such labels, he wrote in The Crisis of the Modern World, correspond to men who pursue innovation or originality at all cost, by “put[ting] their name to a ‘system’, that is, to a strictly limited and circumscribed set of theories, which shall belong to them and be exclusively their creation.” Rather than that, Guénon merely aimed to be a messenger, someone who gives to others a renewed access to a long-forgotten transcendence.

GAMERS ARE DEAD?

This excerpt is taken from Scott Cameron's new book Understanding #Gamergate, now available for purchase at Amazon.com

On August 28, 2014, the gaming and mainstream press officially broke their silence (on Gamergate) by simultaneously publishing 10 articles denouncing gamers. All of the articles claimed that gamers, the gaming culture, or the gaming identity were “dead.”

One of the articles, a Gamasuta piece written by Leigh Alexander titled “’Gamers’ Don’t Have to be Your Audience. ‘Gamers’ Are Over,” describes Gamergate as a group of “angry young men” reacting to a changing industry that is neglecting them. Alexander writes that young men whom gaming companies marketed their products toward in the past have matured and are either not playing games or have migrated to “more fertile spaces.” Today, (so her thinking goes) young men are but one of many consumer groups game developers tailor their product to. Hence, young men have become “angry”; hence, Gamergate.