This presentation analyzes the commonplaces present in the electronic gaming community, using the ideologies of the feminist movement as the focal point of the analysis. Argues that the rhetorical devices used in this male-dominated community are damaging to women: they reinforce negative imagery and beliefs. Identifies current trends within this community (What does the rise of female-centered games suggest? Are they damaging as well?) and speculates on implications for the future. Examples provided for audience analysis.