The new masculinity: empathy and the dangers of the first-person shooter world

The new masculinity: empathy and the dangers of the first-person shooter world

In the current discussion about modern role models of men, the question of the meaning of the "real man" is the focus of today. The upbringing of empathic and relaxed young men, who is supposed to promote both social competence and emotional intelligence, is particularly important. This topic gains in explosiveness through the challenges, which are caused, among other things, by first-person shooter and increasing social isolation. A concise example of this is the killing spree of Graz, in which the perpetrator, Arthur A., ​​not only killed ten people, but also took life himself. He was one of many who grew up in an environment characterized by ego shooters and which 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 excessively first-person shooter and remained sitting twice in his school career. These characteristics, combined with his social isolation, raise questions about the role of computer games and their influence on the willingness to use violence. According to experts, however, there is no monocausal connection between violent games and actual violence, as the Kleine Zeitung . Jessica Kathmann, an experienced gaming expert, emphasizes that ego shooters do not produce any assassins; Rather, the causes of violence are a multifactorial problem.

The complex research of causes of violence

The social background of amoclets are complex and range from genetic and neurobiological aspects to psychological and sociological factors. Accordingly, willingness to use violence is not an easy -to -record phenomenon. Especially for people with mental preload, escapism that violent video games offer can have negative effects on mental health. In healthy adults, on the other hand, the distinction between real and virtual experiences usually succeeds.

In addition, the fascination for evil and social aspect of playing plays an important role in the popularity of war games. Modern platforms such as Twitch, where millions of users watch others play while playing, also promote the collective experience of gaming, which is also widespread in Austria. According to a GfK survey, around 5.8 million people play in Austria, which corresponds to 69 percent of the population.

role models and diversity in the Games industry

The discussion about social structures is also evident 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 stereotypes and sexualized roles. Women and People of Color are underrepresented in most games or created as secondary characters. A workshop that should sensitize children and adolescents to this problem emphasizes the need for a critical examination of stereotypes in the industry.

Lara Croft is called

by Tomb Raider, a complex figure, which, however, also embodies problematic stereotypes. The development of Games was long characterized by a homogeneous male culture that is stressed by cases of sexism and abuse. An increased focus on diversity could lead to more diversity and new perspectives due to the opening of the medium. But the resistance to changes, as could be observed during the #Gamergate affair, shows the challenges that the Games industry is still standing.

In summary, it can be seen that all the factors mentioned - the image of the modern man, the ethical issues in gaming and the critical examination of role images - urgently require a total social attention. The challenge is to honor the positive aspects of playing as well as to question the problematic structures in order to promote more empathetic and fairer society.

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OrtGraz, Österreich
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