Day, Vox [Theodore Beale]. SJWs Always Lie. Kouvola, Finland: Castalia House, 2015. ASIN B014GMBUR4.
Vox Day is the nom de plume and now nom de guerre of Theodore Beale, a musician with three Billboard Top 40 credits, video game designer, author of science fiction and fantasy and three-time Hugo Award nominee, and non-fiction author and editor.

If you're not involved in the subcultures of computer gaming or science fiction and fantasy, you may not be acquainted with terms such as SJW (Social Justice Warrior), GamerGate, or Sad Puppies. You may conclude that such matters are arcana relating to subcultures of not-particularly-socially-adept people which have little bearing on the larger culture. In this, you would be wrong. For almost fifty years, collectivists and authoritarians have been infiltrating cultural institutions, and now occupy the high ground in institutions such as education, the administrative state, media, and large corporations. This is the “long march through the institutions” foreseen by Antonio Gramsci, and it has, so far, been an extraordinary success, not only advancing its own agenda with a slow, inexorable ratchet, but intimidating opponents into silence for fear of having their careers or reputations destroyed. Nobody is immune: two Nobel Prize winners, James Watson and Tim Hunt, have been declared anathema because of remarks deemed offensive by SJWs. Nominally conservative publications such as National Review, headquartered in hives of collectivist corruption such as New York and Washington, were intimidated into a reflexive cringe at the slightest sign of outrage by SJWs, jettisoning superb writers such as Ann Coulter and John Derbyshire in an attempt to appease the unappeasable.

Then, just as the SJWs were feeling triumphant, GamerGate came along, and the first serious push-back began. Few expected the gamer community to become a hotbed of resistance, since gamers are all over the map in their political views (if they have any at all), and are a diverse bunch, although a majority are younger males. But they have a strong sense of right and wrong, and are accustomed to immediate and decisive negative feedback when they choose unwisely in the games they play. What they came to perceive was that the journalists writing about games were applauding objectively terrible games, such as Depression Quest, due to bias and collusion among the gaming media.

Much the same had been going on in the world of science fiction. SJWs had infiltrated the Science Fiction and Fantasy Writers of America to such an extent that they directed their Nebula Awards to others of their ilk, and awarded them based upon “diversity” rather than merit. The same rot had corrupted fandom and its Hugo Awards.

Vox Day was near the centre of the cyclone in the revolt against all of this. The campaign to advance a slate of science fiction worthy of the Hugos rather than the pap selected by the SJWs resulted in the 2015 Hugos being blown up, demonstrating that SJWs would rather destroy a venerable institution than cede territory.

This book is a superbly written history of GamerGate and the revolt against SJWs in science fiction and fantasy writers' associations and fandom, but also provides deep insight into the seriously dysfunctional world of the SJW and advice about how to deal with them and what to do if you find yourself a target. The tactics of the SJWs are laid bare, and practical advice is given as to how to identify SJWs before they enter your organisation and how to get rid of them if they're already hired. (And get rid of them you must; they're like communists in the 1930s–1950s: once in place they will hire others and promote their kind within the organisation. You have to do your homework, and the Internet is your friend—the most innocuous co-worker or prospective employee may have a long digital trail you can find quickly with a search engine.)

There is no compromising with these people. That has been the key mistake of those who have found themselves targeted by SJWs. Any apology will be immediately trumpeted as an admission of culpability, and nothing less than the complete destruction of the career and life of the target will suffice. They are not well-meaning adversaries; they are enemies, and you must, if they attack you, seek to destroy them just as they seek to destroy you. Read Alinsky; they have. I'm not suggesting you call in SWAT raids on their residences, dig up and release damaging personal information on them, or make anonymous bomb threats when they gather. But be aware that they have used these tactics repeatedly against their opponents.

You must also learn that SJWs have no concern for objective facts. You can neither persuade nor dissuade them from advancing their arguments by citing facts that falsify their claims. They will repeat their objectively false talking points until they tire you out or drown out your voice. You are engaging in dialectic while they are employing rhetoric. To defeat them, you must counter their rhetoric with your own rhetoric, even when the facts are on your side.

Vox Day was in the middle of these early battles of the counter-revolution, both in GamerGate and the science fiction insurrection, and he provides a wealth of practical advice for those either attacked by SJWs or actively fighting back. This is a battle, and somebody is going to win and somebody else will lose. As he notes, “There can be no reconciliation between the observant and the delusional.” But those who perceive reality as it is, not as interpreted through a “narrative” in which they have been indoctrinated, have an advantage in this struggle. It may seem odd to find gamers and science fiction fans in the vanguard of the assault against this insanity but, as the author notes, “Gamers conquer Dragons and fight Gods for a hobby.”

October 2015 Permalink