Die Figur im Computerspiel

Johannes Zimm
2016 unpublished
Subject of this qualitative character analysis is the representation of masculinity based on the game character Max Payne within the computer game Max Payne 3, published in 2012. I chose the theoretical perspective of the encoding / decoding model (Hall) and the theory of hegemonic masculinity (Connell). The analysis is based on the model of "Uhr der Figur" (Eder), in combination with the four-field scheme for digital games (Galloway). The computer game Max Payne 3 can be characterized by a
more » ... d succession of non-interactive narrative sequences and interactive gaming sequences. This ludologic-narrative construction of two different levels of meaning are symbolically intertwined. As narrative character Max Payne represents the failure on the male protecting role of women and the family. The inability of the protagonist to deal with this loss is documented by his alcoholism and social deprivation, outside of professional contacts. As the action-guiding orientation on the model of the protector has failed, the motivation to protect is replaced by the motive of revenge of the murderer of sheltered. In his function as a game character, Max Payne represents the playing person in the virtual space. The player assumes control of the figur´s body from the third-person perspective. The ludological core focuses on virtual battles against other male enemies. Essential is the embodiment of violent killings of opponent figures which is aestheticised by slow motion effects. This feature is representing homosexual social dominance and revenge. The results of the study show how Max Payne represents hegemonic masculinity.
doi:10.25365/thesis.43582 fatcat:jucz2jgtsrfafb5qrw3vey6gvq