Both. Which is to say that when games touch on real world issues I'd prefer they do so in a less realistic manner. Even if the issue itself is realistic there should be something around it that the PCs can change.

It's part of why I like Unknown Armies so much, the magick system is the dangers of obsession and potentially radicalisation through an unrealisatic lens, the 'safer' variety involves conforming to what people expect of an archetype while the other major variety inherently disconnects you from society. That's not getting into published scenarios which build off real world problems, to the point of an early adventure now being problematic.

A side effect of this is a like for lower powered games ideally topping off at around the pulp level (not that I don't like playing superheroes, but as more of a break). The PCs in my games tend to be unique in become movers and shakers via direct actions (in the right time and place) instead of holding political power.