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Subliminal Militarization
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In the last few years, war simulation video games have enjoyed a boom. Marketed primarily to teenage boys and twentysomethings but played by gamers of all ages and sexes, they offer the thrill of the age-old battle against evil.
Particularly popular are semirealistic action games like "Rainbow Six," "Counter-Strike," "Battlefield 1942" and "Medal of Honor," allowing players to become supersoldiers in historical American battles or fight against the current bogeymen, Al-Qaida terrorists. They are obsessively detailed in replicating the experience of battle, minus the more troubling moral aspects of killing that are inherent in warfare. Unfortunately, they also fill the gamer's head with an idealized view of war.
These games are in a different league than your typical GI Joe cartoons. Military shooters provide a deceptive amount of detail, allowing you to literally see the battlefield through the eyes of a soldier. One can play with the exact weapons, vehicles, equipment and uniforms of the army in scenarios that replicate historical conflicts of Vietnam, the Gulf War and World War II, as well as fictional skirmishes against terrorists and guerrillas worldwide. The rush of adrenaline is overwhelming. How did the game designers develop such detailed games? In the answer lies the problem.
New frontier in military recruitment
At a time of falling military enlistment rates, it is becoming more difficult to reach the young. Slick advertisements with heavy metal music and shots of aircraft carriers are not enough to reverse the loss, and mothers are preventing recruiters from talking to their children. But the booming industry of video games provides convenient access to America's youth.
Video games as a whole have experienced a rapid growth in popularity. Seventy-five percent of American households play computer and video games. In 2005, 228 million computer and video games were sold: effectively two games for every American household. The earnings of blockbuster game titles often rival that of Hollywood films. "Grand Theft Auto: San Andreas" grossed an astonishing $236 million compared to the blockbuster movie "War of the Worlds," which grossed $234 million in the United States.
Consultants from the various branches of the armed forces are paying attention and have been involved in the production of these games. TomDispatch and USA Today reported that the officials from the Army's Infantry School in Fort Benning, in concert with a joint Army/USC project developed the Microsoft Xbox game "Full Spectrum Warrior."
The armed forces also employ simulators to train their soldiers, which according to National Defense Magazine can sometimes consist of modified versions of popular games. In the '80s, the tank simulation game "Battlezone" was altered by military programmers to train Bradley Fighting Vehicle drivers. In the mid-'90s, the military modified "Doom" for use in training Marines in squad combat. Since then, the Naval War College, in Newport, R.I., has worked with Sonalysts Inc. to create more than 500 games. Among them were three combat simulations that Sonalysts developed for commercial distribution by Electronic Arts of Redwood City, Calif., including "Jane's Fleet Command," "688(I)," "Hunter/Killer" and "Sub Command."
The Army has also developed its own video game, "America's Army." According to TomDispatch, it was developed with the assistance of such entertainment and gaming industry stalwarts as Epic Games, the THX Division of Lucasfilm Ltd., Dolby Laboratories, Lucasfilm Skywalker Sound, GameSpy Industries and others. It is a free game, available for download on their website after bypassing many ads for enlistment. By making it free, the Army opened a second front in the recruitment wars, a beachhead in the home of the American teenage male. It can be legally downloaded by those as young as 13; it has been downloaded 16 million times, and there are more than four million current registered players. It is bundled with gaming magazines and given away at NASCAR events and state fairs. The Army spent a total of $7 million designing it, and maintaining the online play option costs it around $5 million per year.
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