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{"id":3119774,"date":"2018-09-18T13:45:00","date_gmt":"2018-09-18T11:45:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/spielkultur-hakenkreuze_gehoeren_nicht_in_pc-spiele_meint_lothar_hay_vorsitzender_des_medienrates\/3119774"},"modified":"2024-05-12T12:18:18","modified_gmt":"2024-05-12T10:18:18","slug":"spielkultur-hakenkreuze_gehoeren_nicht_in_pc-spiele_meint_lothar_hay_vorsitzender_des_medienrates","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/spielkultur-hakenkreuze_gehoeren_nicht_in_pc-spiele_meint_lothar_hay_vorsitzender_des_medienrates\/3119774","title":{"rendered":"“Hakenkreuze geh\u00f6ren nicht in PC-Spiele”, meint Lothar Hay (Vorsitzender des Medienrates)"},"content":{"rendered":"

Die Anfang August getroffene Entscheidung<\/a>, dass Computerspiele mit Hakenkreuzen und anderen Kennzeichen verfassungswidriger Organisationen auch in Deutschland “freigegeben” werden k\u00f6nnen, ist laut Lothar Hay (Vorsitzender des Medienrates der Medienanstalt Hamburg\/Schleswig-Holstein; bis 2012 SPD-Fraktionsmitglied<\/a>) grunds\u00e4tzlich falsch. <\/p>\n

In einem Artikel in dem Magazin “M Menschen Machen Medien” von ver.di (Vereinte Dienstleistungsgewerkschaft) versucht er zu erkl\u00e4ren, dass die Gleichstellung von Computerspielen mit Filmen nicht gerechtfertigt sei, da die Wirkung von Gewalt in Games “erheblich problematischer” sei. Dabei vermischt er die allseits strapzierte Gewaltdiskussion im Medium Computer- und Videospiele aufgrund der Interaktivit\u00e4t der Inhalte mit der “hohen Realit\u00e4tsn\u00e4he durch realistische Grafik, Soundeffekte, naturgetreue Bewegung bis hin zu Virtual-Reality-Bedingungen”. Er meint, dass Hakenkreuze und andere Kennzeichen verfassungswidriger Organisationen diese “Realit\u00e4tsn\u00e4he” noch verst\u00e4rken w\u00fcrden. Viele Aussagen von Hay wirken oberfl\u00e4chlich und pauschal. Relevante Behauptungen – zum Beispiel zur Forschungslage – wurden von ihm gar nicht belegt.<\/p>\n

Auszug<\/a>: “Das Besondere an der Wirkung von Computerspielen ist unter anderem ihre hohe Interaktivit\u00e4t oft mit selbst geschaffenen Aggressions-Figuren. Gewalthandlungen k\u00f6nnen beliebig wiederholt werden und sie werden belohnt, etwa durch Punkte oder das Erreichen eines h\u00f6heren Levels. Mit der Ego-Shooter-Perspektive nimmt der Spieler gef\u00fchlt selbst die Position der Spielfigur ein. Die unbeschr\u00e4nkte Nutzungsdauer f\u00f6rdert Dauernutzung und Spielsucht. Nicht zuletzt entsteht eine hohe Realit\u00e4tsn\u00e4he durch realistische Grafik, Soundeffekte, naturgetreue Bewegung bis hin zu Virtual-Reality-Bedingungen. <\/p>\n

Die Steigerung der Realit\u00e4tsn\u00e4he durch Hakenkreuze und andere Nazi-Symbole w\u00fcrde das Wirkungsrisiko zus\u00e4tzlich erh\u00f6hen. Dabei ist die Forschungslage keineswegs so l\u00fcckenhaft, wie oft behauptet. Aggressive Spiele verst\u00e4rken aggressive Gedanken, Affekte und aggressives Verhalten.”<\/em><\/p>\n

“Aus guten Gr\u00fcnden ist die Verwendung von Kennzeichen verfassungswidriger Organisationen nach \u00a7 86a StGB eine Straftat. Hierzu z\u00e4hlen beispielsweise das Hakenkreuz, der Hitlergru\u00df oder ‘Sieg-Heil’-Parolen. Damit soll die Wiederbelebung von Nazi-Organisationen und rechtsextremer Bestrebungen abgewehrt werden. Die Vorschrift dient dem Schutz des demokratischen Rechtsstaats, dem \u00f6ffentlichen Frieden und auch dem Ansehen unseres Landes. Eine – auch schleichende – Akzeptanz von Hakenkreuzen und verbotenen Nazi-Symbolen muss verhindert werden. Ein Verbot, das angesichts der zunehmenden Anzahl rechtsextremistisch motivierter Gewalt in Deutschland nach wie vor aktuell ist. Ausnahmen von diesem Verbot gelten f\u00fcr Kunst, Wissenschaft und Berichterstattung, die beispielsweise das Zeitgeschehen kritisch aufarbeiten. Bislang wurden keine Freigaben f\u00fcr Computerspiele erteilt, wenn sie verbotene Kennzeichen enthielten. Diese Praxis soll nun ge\u00e4ndert werden”<\/em>, hei\u00dft es weiter, wobei Hay in seiner Darstellung unterschl\u00e4gt, dass Spiele mit Hakenkreuzen und anderen Kennzeichen verfassungswidriger Organisationen auch nach der \u00c4nderung der Freigabe durch die USK gar nicht pauschal in Deutschland ver\u00f6ffentlicht werden k\u00f6nnen. Denn die Sozialad\u00e4quanzklausel des \u00a7 86a Abs. 3 des Strafgesetzbuches (StGB), die seit August durch die USK-Gremien bei der Pr\u00fcfung von Computerspielen mit einbezogen werden, ist kein Freibrief f\u00fcr Spiele mit solchen Inhalten, da die USK entsprechende Titel einzeln pr\u00fcfen muss – und nur wenn die Sozialad\u00e4quanz festgestellt wurde, kann eine Altersfreigabe von der USK im Einzelfall erteilt werden. Ansonsten w\u00fcnscht sich Hay \u00fcber eine \u00f6ffentliche Debatte \u00fcber dieses Thema und schreibt weiter \u00fcber die nach Anerkennung strebende Branche, Lobbyisten und eSports.<\/p>\n

Die Kommentare auf diesen Artikel fallen ziemlich eindeutig und zumeist (sehr) negativ aus. Dabei wird oft der Vorschlag, eine “offene Debatte” zu f\u00fchren, begr\u00fc\u00dft, aber zugleich die von Hay aufgestellten Behauptungen und Thesen sowie eine generelle Informationsarmut kritisiert. Auch J\u00f6rg Friedrich (Gr\u00fcnder und Game Designer Paintbucket Games; Entwickler von Through the Darkest of Times) ver\u00f6ffentlichte einen offenen Brief via Facebook<\/a>. <\/p>\n

Auszug<\/a>: “Lassen Sie mich Ihnen sagen, wie pers\u00f6nlich entt\u00e4uscht ich bin, dass ausgerechnet Sie als Gewerkschafter im Medienbereich nicht nach progressiven Wegen suchen, wie man Menschen \u00fcber die Gefahren des Faschismus aufkl\u00e4ren kann, sondern stattdessen solch einen desinformierten und desinformierenden, vorurteilsbeladenen Text ver\u00f6ffentlichen. Wenn Sie auch nur 5 Minuten recherchiert h\u00e4tten, dann w\u00fcssten Sie, dass von den drei Spielen, die bislang von der \u00c4nderung der USK-Regeln profitiert haben, keines ein Ego-Shooter ist: In ‘My Child Lebensborn’ k\u00fcmmert man sich nach Kriegsende in Norwegen um ein adoptiertes Kind, das aus einem der, von der SS betriebenen, Lebensborn-Heimen stammt und unter dieser Biografie leidet. In ‘Attentat 1942’ spielt man die Geschichte von Menschen in der Tschechoslowakei zur Zeit der deutschen Besatzung nach, die nach dem Attentat auf den Hauptorganisator des Holocausts Reinhard Heydrich Repressionen und Verfolgung erleiden. In meinem Spiel ‘Through the Darkest of Times’ schlie\u00dflich, erlebt man die Geschichte von zivilen Widerstandsk\u00e4mpfern in Berlin zur Zeit des Nationalsozialismus.<\/p>\n

In keinem dieser Spiele schie\u00dft man.
In keinem dieser Spiele wird man mit verfassungsfeindlichen Symbolen \u00fcberflutet.
Bei jedem Gang zum Zeitungskiosk werden Sie auf den Titelbl\u00e4ttern diverser Magazine mehr Hitlerbilder und Hakenkreuze sehen, als in allen drei Spielen zusammen.”<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"

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