Video Games Could Steer Men in a Better Direction
By Luke Condon
In recent years, the topic of mental illness in men has thankfully begun to shed its taboo status; now more than ever can men feel comfortable discussing their mental health, although we still have a long way to go before the remaining social stigma around the issue is eradicated. The problem itself, however, remains widespread, with record numbers of men reporting symptoms of depression and other mental illnesses. Excellent initiatives like the ongoing Movember campaign have raised awareness of these issues significantly, but it’s still important to examine underlying causes that have resulted in the comparatively high suicide rates seen in not only Irish men, but worldwide.
Toxic masculinity is one such contributor, a notorious construct that still plagues today’s society despite steps forward in recent years. One of its core myths, that men need to be ‘strong’ by suffering through their problems alone, is unfortunately an ideal that many continue to believe in, whether consciously or not, and this of course has led to the aforementioned reluctance by men to speak out about their problems. That said, the negative impact of toxic masculinity doesn’t end here; misogyny, homophobia, and transphobia are amongst its many malignant offspring, all of which are similarly rooted in outdated societal norms that have yet to die off completely. These ideas have continued to circulate via the various forms of media; social media, in particular, has become a haven for those who hold these beliefs to gather and spread their hateful ideologies without fear of consequence. The interconnected nature of modern media can result in damaging viewpoints spreading like wildfire, yet also holds potential for positive change. Movies and television shows, if handled correctly, have the capacity to influence young audiences to be kinder and more accepting; however, I’d argue that video games show the most promise in this regard.
I’m aware that this opinion might raise a few eyebrows; there was a time when video games were seen by the public as a poisoner of young people’s minds, encouraging both violence and hatred across the board. Keep in mind that there was also a time when video games were seen as a form of devil worship, occult and evil in nature. Both of these perspectives, as most would hopefully agree, were pretty far off the mark. In order to take this article seriously you’ll have to adopt a more realistic attitude towards video games, and recognise that they are an art form at the same level as other types of screen media. Games have come a long way, and the industry continues to grow, showing no signs of stopping; before long, we might find ourselves in a world where video games are more commonly enjoyed than any other form of media. It is essential, then, to acknowledge the impact that video games can have on their audiences, of which young men currently make up the largest proportion.
Still, you’d be forgiven for doubting that this impact could be a positive one; the gaming world has encountered severe difficulties involving sexism and racism in the past. Online multiplayer lobbies, in particular, were once infamously known as breeding grounds for vitriol and hate, where a total lack of supervision allowed bigotry to go unchecked. Fortunately, preventative measures have been taken since then to lessen the chances of having a negative experience while participating in online games. The majority of games with online features now feature strict moderation, and players who spread hateful rhetoric are issued temporary bans swiftly, with permanent ones being dealt out to repeat offenders. Players who use the report button to combat toxic individuals will now find that it actually does something, no longer the mere placebo it acted as in the past; certain games, such as the soccer-meets-formula 1 hybrid Rocket League, have even started to notify players if a user was banned after an investigation prompted by their report, offering those who wish for a friendlier online environment some incentive to do their part in cleaning the place up. While online trolls will always exist, their numbers have been cut down greatly, and so players can now enjoy the benefits of socialisation in online multiplayer games without fear of harassment and bullying. Crucially, online multiplayer environments can allow for the elimination of a key cause of mental illness in men: loneliness. Here, introverts have the opportunity to make friends in a setting far less daunting than real-life social scenarios; a preferable alternative to being recruited by some alt-right organisation online, who have been known to prey on isolated young men with no other social outlets.
Single-player games are a different beast entirely, although their benefits are no less tangible than those of multiplayer games. In fact, single-player games, especially those with a focus on storytelling, likely harbour the most potential to impart positive world views upon players. The act of playing these games is a solitary endeavour, more akin to reading a book than anything else; players can easily become immersed in the world a game presents, and will often become heavily invested in the fate of said world and its inhabitants. The key difference is that with video games, you aren’t just observing the events that transpire, but actively shaping them as you control the protagonist. Having players step into the shoes of a protagonist as they drive the plot forward results in a sense of connection undreamt of in other forms of art and media, thereby increasing the chance that players will truly grasp and identify with a game’s themes. In this way, video games can positively influence the young men who play them by including progressive messages for them to absorb. As long as sensitive matters are approached with tact, video game storytelling might be able to push men away from the path of toxic masculinity, and instead steer them in a better, kinder direction.
Take God of War, an old hack-and-slash action series that was revived in 2018 by Santa Monica Studio. At a glance, the reboot game’s grizzled protagonist, Kratos, may not seem like much of a role model to anyone; his favourite pastimes include obliterating his enemies with an axe and dragging his eleven-year-old son into increasingly precarious situations. In comparison to the Kratos we see in the original games, however, this man is an angel. The first three God of War games feature a hyperviolent protagonist who could easily be a poster boy for toxic masculinity, almost entirely devoid of empathy and unable to solve any problems without the use of brute force. By the time Kratos reappears in the 2018 game, he has matured; mourning the recent loss of his wife, the man has adopted a wiser and gentler nature. Rather than brutally murdering his way out of every problem, Kratos has switched to using violence only in self-defence; his sub-par negotiation skills often lead to an exchange of blows anyway, but it’s a start. Throughout the game he actively discourages his son Atreus from treating people cruelly, ultimately instilling a strong sense of empathy in him that the old Kratos would have scoffed at. Recognising that problematic patterns can often be passed down from father to son, Kratos does everything he can to ensure that the cycle of violence he endured with his own father, Zeus (shocker), is not continued with his own offspring. Kratos isn’t perfect, but he is trying his hardest to be better: something all men should aspire to.
God of War’s heavy focus on positive masculinity was a huge step forward for the gaming industry, and the game’s sequel, releasing in just a couple of days on November 9th, will hopefully build on the first game’s progressive portrayals. Since the first game’s release, the industry has seen a number of other breakthroughs, such as the proliferation of female protagonists in games like Horizon: Forbidden West and The Last of Us: Part II. The latter of these games was also praised for its positive representation of the LGBTQIA+ community, which is slowly becoming more common in Triple-A blockbuster games (the indie scene is lightyears ahead of Triple-A studios on this and most other matters; indie side-scroller Celeste’s story of a trans woman who struggles with depression is one of the most moving tales I’ve encountered in any video game).
As the gaming industry continues to grow, it’s essential that consumers vote with their wallets and continue to support games like these. If kept on the right track, video games could become a means of educating future generations and advocating for peace and acceptance. As the unlikely hero Kratos once said: ‘We must be better’.