The New Masculinity: Empathy and the Dangers of the First-Person Shooter World

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Modern role models are the focus of a discussion about masculinity, violence and the influence of first-person shooters in society.

Moderne Rollenbilder stehen im Fokus einer Diskussion über Männlichkeit, Gewalt und die Einflüsse von Ego-Shootern in der Gesellschaft.
Modern role models are the focus of a discussion about masculinity, violence and the influence of first-person shooters in society.

The New Masculinity: Empathy and the Dangers of the First-Person Shooter World

In the current discussion about modern role models for men, the focus is on the question of the meaning of the “real man” in today's world. Particular attention is paid to raising empathetic and calm young men, which is intended to promote both social skills and emotional intelligence. This topic is becoming more explosive due to the challenges caused by, among other things, first-person shooters and increasing social isolation. A striking example of this is the shooting spree in Graz, in which the perpetrator, Arthur A., ​​not only killed ten people, but also took his own life. He was one of many who grew up in an environment dominated by first-person shooters and who are described as shy and socially isolated.

Arthur A., ​​who was considered a nerd at the age of 21 and lived with his single mother, played first-person shooters excessively and was left behind twice in his school career. These characteristics, combined with his social isolation, raise questions about the role of computer games and their influence on propensity for violence. However, according to experts, there is no mono-causal connection between violent games and actual violence Small newspaper emphasized. Jessica Kathmann, an experienced gaming expert, emphasizes that first-person shooters do not produce assassins; Rather, the causes of violence are a multifactorial problem.

The complex research into the causes of violence

The social background of mass shootings is complex and ranges from genetic and neurobiological aspects to psychological and sociological factors. Accordingly, willingness to use violence is not an easy phenomenon to grasp. The escapism that violent video games offer can have negative effects on mental health, especially for people with psychological problems. In healthy adults, on the other hand, it is usually possible to distinguish between real and virtual experiences.

Additionally, the fascination with evil and the social aspect of gaming play a significant role in the popularity of war games. Modern platforms like Twitch, where millions of users watch others play, also promote the collective experience of gaming, which is also widespread in Austria. According to a GfK survey, around 5.8 million people in Austria gamble, which corresponds to 69 percent of the population.

Role models and diversity in the games industry

The discussion about social structures is also reflected in the representation of gender roles and ethnicity in video games. The image of the strong male hero is often predominant, while female characters are presented in stereotypical and sexualized roles. Women and people of color are underrepresented in most games or are considered secondary characters. A workshop intended to sensitize children and young people to this issue highlights the need for a critical examination of stereotypes in the industry.

An example is Lara Croft from Tomb Raider, a complex character who also embodies problematic stereotypes. The development of games has long been characterized by a homogeneous, male culture that is burdened by cases of sexism and abuse. An increased focus on diversity could lead to more diversity and new perspectives by opening up the medium. But the resistance to change, as seen during the #GamerGate affair, shows the challenges the games industry still faces.

In summary, it can be said that all of the factors mentioned - the image of the modern man, the ethical questions in gaming and the critical examination of role models - urgently require attention from society as a whole. The challenge is to both celebrate the positive aspects of gaming and question the problematic structures in order to promote a more empathetic and just society.