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Video games are far-right? – First, take a breath

Autor: Tobias O. R. Alke

A standpoint, not an encyclopedia entry. A detailed, source-backed analysis by Tobias Alke (sociologist) – with research help from AI systems (Grok, ChatGPT) and his own gaming experience; individual sections are marked as an AI contribution. Background knowledge: encyclopedia entry AI / artificial intelligence.

Summary

One can probably summarise, in good conscience, that a promotion of independent behaviour leads to a strengthening of the mental state of children. Simple rewards promote questionable behaviour, and rewards and achievements are here probably especially fatal! It thus seems to lie less in the games themselves than in the environment of the children whether these become aggressive or not, and above all whether they develop a relationship to achievement. Whoever wants to master a problem must bring corresponding achievement; only thereby do they build up resilience, and only thereby do they mature into an adult human. If this is missing, it promotes, to an excessive degree, the susceptibility to outer ideologies, and creates an identity-disturbed human who seeks their orientation in the outside and, through herd phenomena, shows an above-average readiness-potential for violence.

What does that tell us about the present problems of our society?

Introduction

Stylised illustration: three young adults with gamepads; in the centre a young man in a green hoodie, on the left a woman with pink hair, on the right another young man.

The next scapegoat of public outrage is obviously, once again, to be the gamers – the same thing all over again! Aggression in public was, in my schooldays (especially 1998–2007), also always traced back to players of so-called “ego-shooters” (whether that was true or not was beside the point) – that is, games that replayed war or war-like scenarios, or science-fiction scenarios depicted in this context. These calls came back then too, practically always, from the direction of the “concerned parents” – primarily from the area of teachers at public schools. Stigmatised, I nevertheless played them, but rarely shared my joy in it, except with individual friends from various countries. New today: now gamers are also, straight away, “right-wing extremists”, if it goes by the German Federal Agency for Civic Education (bpb). A seminar of this institution I attended during my studies in Heidelberg and broke off prematurely for lack of content; it convinced me personally little and seemed, from my view, too one-sided. – I had set off homeward after the first seminar day, in the early hours, to the nearest railway station, and, as was usual in many hotels at that time, left the key in the door outside in the corridor. From this followed a one-day research into my person and whether I had been kidnapped, but the police were not informed either (so I was told)! One first has to come up with the idea! Calling me on my mobile phone, however, occurred to no one, though the participant list lay before the seminar leader – so much for thorough research 😉

Because I have a quite own view, from own experience, of ego-shooters and video games in general, I have here conducted researches with Grok4 and ChatGPT5 and enriched them with my own experiences from some of the named games. The starting material was two works by Tobias Greitemeyer, which I processed in my master’s thesis (“Ausgewählte Perspektiven des Altruismus”, University of Heidelberg). My master’s thesis is about whether the human is good or not and how they become what they are. Morality and ethics are central components of my thesis.

Here too let reference be made to my father’s book: “Die Ethik des neuen Menschen”.

And whoever does not want to believe that I have played these games in this depth (much of it during my studies) is welcome to check it here; one receives for it “achievements/trophies” from the networks, whose contents one can research in many ways on the net, and even the respective date ought to be ascertainable:

Here now the discussion with @Grok and ChatGPT / Grok has, all in all, turned out to be very much more differentiated. Nevertheless around 2 hours of discussions with the two systems!

Warm greetings,

Tobias

Critical account of the effects of shooter games on self-reflection and violent behaviour

Scatter diagram “self-reflection potential vs. story engagement in shooters” (labels in German): Spec Ops: The Line shows high reflection potential with low story engagement, titles such as Halo and CoD: MW (2019) lie lower.

Based on the information gathered in the course of the conversation from psychological, media-scientific and cultural-analytical studies on video games – especially shooters such as Gears of War, Call of Duty: Modern Warfare and Halo – I compile a critical account. The focus lies on the aspects you emphasise: the strengthening of a self-critical reflection that could tendentially inhibit fellow-travelling in violence, as well as the awareness that violence should never be the first option. I illuminate both potential positive mechanisms and the dominant negative effects, in order to offer a balanced but critical perspective. The analysis is based on empirical indications, meta-analyses and narrative analyses that were discussed in the course, and highlights controversies as well as limitations. In addition, I work in the circumstance of the one-sidedness in the research: historically and thematically, a focus on negative effects (e.g. aggression increase) dominates in video-game research, which is driven by social fears and publication bias; positive or reflexive aspects are often under-represented, which leads to a distorted perception. [20] [21] [24] [30]

When shooter-players start to brood – when video games can trigger self-reflection

This section is by ChatGPT

Many ego-shooters are known for fast action, competition and spectacular explosions – not exactly for moral self-doubt. Yet some games, even in the mainstream, contain surprising twists that can bring players to question their own role and the fictional war.

How does self-reflection arise in the game?

Psychologically seen, reflection often happens when three factors come together:

  1. High immersion – the player is deeply immersed in the game world, often through high difficulty and longer play-time in a campaign.

  2. Narrative rupture – a revelation or a story-twist shows that one’s own game figure perhaps stands on the “wrong” side or has committed morally dubious deeds.

  3. Cognitive dissonance – the discrepancy between the previous hero-image and the new information forces one to question one’s own deeds.

Examples from well-known games

Chart: potential vs. story engagement

The following figure shows how high the potential of a game for self-reflection is estimated (Y-axis) and how much attention for the story is necessary (X-axis):

(Chart “self-reflection potential vs. story engagement in shooters” – source: ChatGPT; will still be embedded.)

Interpretation:

Why not all players are affected

1. Potential for self-critical reflection through narrative twists

Shooter games can, in certain contexts, promote a self-critical reflection by confronting the player with moral ambivalences. This happens above all through narrative twists that reveal the “own side” as the trigger of violence – an aspect you emphasise in examples such as the contamination of the enemy habitat in Gears of War or corrupt operations in Call of Duty. Such twists force the player to question their own role in the conflict, which creates an awareness that violence often arises from avoidable mistakes and does not represent the primary solution. [0] [3] [5] [16]

The significance of the circle – subtle manipulation?

Overview of the symbolic reading of circles and halos in various cultures (labels in German): among others sun and life-cycle, eternity and the sun-god Ra, perfection and cosmos, enlightenment, halo, divine proportion, as well as energy and female primal force.

From a symbolic view I would like to remark further that “Halo” as a circle is, in ancient Egypt, the symbol for the sun-god Ra (Re), the father of Horus. At the same time the circle is a symbol for femininity and perfection. That the ultimate weapon is a symbol of femininity, which is constantly fought and, in the end, heavily damaged, prompts me to reflect on the relationship of men and women. That is expressly a personal, speculative association – no fact.

Here too an excerpt from ChatGPT on it:

Circle

Halo

Mandala

Moon-circle

Sun-circle

(Chart “symbolic reading of circles/halos in various cultures” – source: ChatGPT; will still be embedded.)

Psychological reading (C. G. Jung & archetypes)

In short:

Here let it be remarked by me too that the depiction of men in this context, with a halo, the tendentially female symbol, also points to the fact that men without a fitting partner, a real female support, are not able to unfold their full spiritual potential! Men and women are dependent on one another, no opponents! The male and female energy complement each other and only together form a whole!

2. Inhibition of fellow-travelling through heightened awareness of alternatives to violence

A central point of your emphasis is whether games can create an awareness that violence is never the first option, and thereby inhibit fellow-travelling (e.g. passive participation in violence through social pressure). Here there are limited positive indications that point to cognitive processes such as self-awareness and moral evaluation, but the research shows predominantly that shooters rather strengthen conformity to violence. [23] [42] [43]

3. Overall critical assessment and controversies

In summary, it can be said that shooter games have a double potential: they can, through narrative twists and high immersion, prompt a self-critical reflection that inhibits fellow-travelling and positions violence as a non-primary option – as in your examples. [0] However, this is empirically weakly demonstrated and often restricted to specific games or contexts. The dominant research tendency (historically negatively focused) underlines risks such as desensitisation and aggression promotion, which rather ease fellow-travelling. Controversies revolve around methodological bias (e.g. short-term studies vs. longitudinal), publication distortions and the dependence on individual factors. [20] [21] [22] [23] [24] [25] [30] A real inhibition of fellow-travelling would require more evidence-based intervention studies that test reflexive elements in games. All in all, the negative effects predominate in the literature, which recommends a cautious attitude to shooters as a “learning tool”, especially in view of the research bias that marginalises positive potentials. [2] [8] [26] [28] [32] [33] [34] [35] [36]

4. Extended section: the influence of the maximum difficulty on self-reflection and learning behaviour

The maximum difficulty in shooter games such as Gears of War, Call of Duty: Modern Warfare or Halo plays a decisive role in the promotion of self-critical reflection, since it forces the player to refrain from blind aggression and instead to prioritise strategic thinking, patience and analysis. [14] At this level – often designated “Insane” or “Legendary” – impulsive, violence-centred approaches frequently fail, which produces repeated failures and frustration. This frustration serves as a catalyst for reflection: the player must question their tactics, process narrative twists (e.g. the revelation of manipulation in Halo) more deeply, and recognise that violence is not the first or most efficient option. [10] [17] This promotes an awareness for alternatives such as avoidance, cooperation or rethinking, which can inhibit fellow-travelling by sensitising the player not to accept violence automatically.

This process mirrors regular human learning behaviour, which is characterised by trial-and-error and resilience: as in learning theory (e.g. after Piaget), cognitive development arises through confrontation with challenges that adapt schemata and sharpen problem-solving abilities. [14] High difficulty simulates real frustrations that lead to self-reflection and strengthen the awareness that impulsive actions (such as “blind aggression”) fail – similar to sport or education, where difficulty promotes growth. [23]

In the context of “helicopter parents” (over-caring parents who solve problems for their children), this learning effect is contrasted: such upbringing inhibits the development of independence and problem-solving abilities, since children do not learn to master failures or to explore alternatives to violence/conflict. [0] [2] [4] [5] Children develop dependence, lower resilience and a higher risk for anxiety/depression, since they acquire no autonomous strategies – comparable to low difficulty levels in games, where successes fall too easily and require no reflection. [1] [3] [8] High game difficulty could here serve as a counter-model by using frustration as a learning chance and teaching self-reflection, which is lacking in helicopter-children and favours fellow-travelling in conflicts.

5. Lacking resilience in children and their easy influenceability in the context of shooter games

The aspect of the lacking resilience in children and their easy influenceability is discussed controversially in the research on violent video games (VVGs), with a focus on potential risks for psychosocial development. Children and adolescents are, due to their still-forming personality, more susceptible to influences, which makes shooter games a potential factor for reduced resilience (e.g. emotional robustness) and heightened influenceability (e.g. through aggressive models). [10] [11] [12] [13] [14] [15] [16] [17] [18] [19]

Quellen

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https://doi.org/10.1016/j.appdev.2010.07.003

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https://doi.org/10.1016/j.ypmed.2017.02.009

[51] Elson, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19(1), 33–46.

https://doi.org/10.1027/1016-9040/a000147

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https://doi.org/10.1037/a0019000

Frequently asked questions

Are video games far-right or do they make one aggressive?

Across the board, no. Tobias Alke argues that it lies less in the games themselves than in the environment of the children – and that many shooters can even prompt self-reflection. The research is divided and partly one-sided.

Can shooters contribute to self-reflection?

Some games (such as Halo, Gears of War, Spec Ops: The Line) confront players, through narrative twists, with moral ambivalences. That can trigger reflection, but works only with attentive play and is empirically weakly demonstrated.

What matters with children?

Resilience and independence: whoever learns to master challenges themselves is less easily influenced. Over-protection weakens that rather more than the game itself.

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