ABSTRACT

In this chapter we begin with an examination of pacifism and the gender dynamics surrounding non-violence. Rather than relying upon a binary of masculinity = war, femininity = peace, we instead focus on the ways that the various means of non-violent playthroughs can be seen as performances of either hegemonic or alternative masculinities. We examine two of the most common game franchises for non-violent playthroughs, Skyrim and Fallout, and look at the various ways players are complicit with the practices of hegemonic masculinity despite their non-lethal gameplay. Finally, we will look at Dontnod’s 2018 Vampyr as an example of a game that requires the player to more explicitly confront the moral implications of their violence. We believe that by designing games that reward multiple playstyles, including non-violence, developers can help to diminish the use of games for the performance and perpetuation of hegemonic masculinity.