Tuesday, July 23, 2019

When warfare becomes a videogame: How American military benefits from the videogame industry



For a relatively young artistic and cultural field, videogames have already raised many controversies
in society. While these controversies will not be discussed in the essay, the topic in question is very
much related; how the U.S. Military benefits from the videogame industry. More precisely, the essay
will delve into how videogames dynamics have been integrated into the military recruiting and
training system and how videogames are many times used as a cultural mean of shaping public
opinion towards a militaristic approach and enhance American Exceptionalism. Both facts, even if
different among them with their corresponding implications, will be explored together in order to make
some sense of how a leisure industry has become a useful tool for American hard power.

Not even with half a century of commercialization, the videogame industry already counts with an
estimated of 2 billion users around the globe and has a value of 92.4 billion US dollars. From these
facts it is clear that videogames have had great success over the last decades. With the presence of
videogames going in crescendo, it is now possible to see how they have deeply penetrated into our
daily life. Some users enjoy the potential artistic and cultural channels that they offer, others use them
to connect with people worldwide, meanwhile, the U.S. government uses videogames to recruit, train and
even treat soldiers. This, perhaps, comes as a surprise to the average reader, but it is necessary to first take a look at the context; thanks to the XXIst century technological advancements warfare has become radically different than other traditional models. The ability to conduct an offensive attack even miles away from the target is currently a reality. Technology has allowed soldiers to operate from outside the battlefield at a relative safety while launching increasingly lethal attacks. The presence of the use of drones, robots and other types of unmanned weapons portray this very well. 
Parallel to military technological advancement another evolution has taken place in these last decades;
the technology used in the videogame development sector has prospered and grown like no other before.
This evolution is perhaps more notable in the field of war games. In its origins, this field focused mostly
on strategy, however, it has progressively turned into shooting simulations and battle games. War games
and shooting simulators are inarguably the most demanded type of videogames and very seldomly there
are projects launched into the market that count with the same success and reception as war games do.
It is estimated that 155 million Americans play videogames who spend 22 billion US dollars in just a
year, out of that percentage, nearly 50% of the sales correspond to action and shooter games. Hence, the
technological and technical improvements in these types of games respond mostly to the vast demand by
the public. 

With the rise of improved and realistic war videogames and the change in nature that military technology
was experiencing, the U.S. Military could not avoid connecting the dots. In fact, the development of
shooter games was indeed very welcomed; sooner than later the potential of videogames was considered
and their dynamics were transposed to many military fields. Most precisely, videogames were starting
to be used for recruiting processes, training and therapy treatments.

As avant-garde as the U.S. Military is, it was only 2002 when they decided to develop America’s Army
(AA). An online platform consisting of a virtual environment simulating that of a battlefield in which
many different missions similar to those undertaken in real life were available to the player. This project
was marketed as an innovative videogame that allowed young people to explore the possibility of
joining the military service. The platform aimed to test whether videogame skills could later be
transposed into the battlefield. It was the first project of such nature and it nowadays remains an
official recruiting tool. One of the main criticisms addressing this project was the huge disparities
between videogames and real life battlefield, arguing that a simulation could never properly determine
if a person is suitable for joining the military. Nevertheless, as the use of unmanned, long-distance
control weapons is increasing, the line between war and a videogame is becoming blurry. In fact, the
Obama administration has already started recruiting drone pilots through the use of videogames,
sometimes as young as 12 years old and the way these drones are operated highly resembles the
playability of a shooting game

The spread of unmanned weapons is not only erasing the skepticism towards the use of videogames for
military purposes but is also proving to play an essential role. The technological evolution of warfare entails a different preparation other than traditional physical training. According to a Pentagon Correspondent Paul Mcleary in 2008, videogames conform a strategic tool, improving the performance of army, navy officials and personnel. The United States Department of Defense has developed the Advanced Distributed Learning program which aims to provide with the highest technological advancements and quality learning for military personnel. Included in this program we find the use of videogames, both developed specifically for training purposes but also commercial ones like “Call of Duty” or “World of Warcraf”t to name a few. Former Secretary of the program, Robert Wisher, stated that these types of videogames were useful in improving cognitive performance, speed reaction, teamwork skills and created an immersive environment simulating very realistic battlefields which could psychologically prepare soldiers for a real life battle. A study conducted by the University of Trento interviewed 15 veterans which had been recruited and trained by using videogames, they all agreed on the importance of having a “battle mindset”, which was daily stimulated long before being assigned to a mission thanks to war videogames.

Additionally, videogames are used to create realistic settings which can facilitate exposure therapy.
This therapy is used to treat soldiers with traumatic disorders like PTSD. The U.S. Military takes
advantage of the improved commercial videogames graphics and ambience in order to help soldiers
confront their traumatic experiences through controlled and safe exposure to the source of the trauma.
However, this use is particularly new and whether it works is inconclusive. It simply aims to portray
another potential advantage that videogames pose for military uses.

By exploring these examples of videogames applied to the military field, it is possible to see how their
evolution and improvement has been more than well received by the U.S. Military, especially since
current warfare is resembling videogames more than ever. Nevertheless, videogames go even further into
being a positive role for the U.S. Military. It is in fact nearly impossible to explore warfare videogames’
direct impact on the military without stopping to analyse the “soft” implications they produce. Their
effects go beyond preparing soldiers; they also reach the civilian population.
The fact that American culture is very military oriented is nothing new, the Cold War serves as a perfect
example. However, since 9/11 and the War on Terror it has been possible to see how military themes have
become over-exploited artistically in literature, movies and even music. Videogames are no exception;
their content, targeted to the popular masses, is another cultural manifestation of  America’s fixation on
hard power. Unsurprisingly so, in the last two decades the games based on the Middle East has passed
from becoming almost non-existent to be present in most of shooter videogames. Needless to say, the
majority of warfare and shooter videogames star the American Army and the Navy as the main
protagonists.
This essay does not intend to state in any way that there is no causation between culture and videogames,
it is clear that if videogames behave in a certain manner, it is because there is a complex cultural
background that shapes them. Notwithstanding,  the inverse relationship is also worth exploring; the
use of a particular set of themes in videogames can also influence the culture and how people think.
This is especially true since videogames are so embedded in American society. As sales in warfare
videogames increase exponentially, it is easy to observe changing patterns in the behavior of younger
generations; they develop extensive knowledge on military hardware, vocabulary and even techniques.
Journalist Hamza Shabam back in 2013 argued that videogames have militarizing potential, not only
when it comes to influence young gamers into pursuing a military career but also into influencing their
opinion towards certain geopolitical topics. A veteran interviewed in the aforementioned University of
Trento study admitted that videogames had a “brainwashing” effect on him. 
Does this mean that videogames are used as a form of recruitment propaganda? It seems so, but their
cultural impact does not stop there. The way videogames frame certain geopolitical conflicts can
potentially affect the perception people have on said conflicts. One of the most notable example is how
videogames reinforce the notion of American Exceptionalism; they often frame the U.S. army fighting in
an external and hostile foreign environment which does not share American values, leaving America
isolated and threatened with no choice other than the use of force. This can be observed in the game
“Counter-Strike”. In some games like “Call of Duty”, America is glorified and portrayed as the carrier
of values such as honor, freedom and democracy which need to be spread to uncivilized regions through
military means. In most of the cases, America is a paradise in a world of savages, such as shown in
“Battlefield”.
Is this problematic? Obviously not for the U.S. since they can take advantage of the gaming industry to
shape public opinion according to their agenda. It is ultimately detrimental for the general public;
conflicts in videogames are often poorly illustrated and no useful insight is given whatsoever regarding
the nature or the context of said conflict. For the U.S. Military this proves to be very convenient; by
dehumanizing the enemy and portraying situations inaccurately it is easier to make warfare very
impersonal, this in turn makes it easier to later recruit soldiers but also to maintain the general public
“appeased” regarding foreign policy decisions which may take place.  Hence, videogames are taken
advantage of in order to embed particular perceptions like American  Exceptionalism, into the general
users.

Although very briefly, the essay has explored how the videogame industry benefits the U.S. Military in
many different ways. On one hand, thanks to the changes in the nature of warfare due to technological
advancements, videogames have become a very useful tool in order to recruit, train and treat soldiers
and marine officers. On the other, videogames can have a role in shaping how society thinks of the
military, further pushing people to pursue a military career, or even to accept and justify the American
foreign policy agenda. The example explored regarding this last issue was American Exceptionalism
and how videogames tend to fuel it by enhancing certain attributes of America and demonizing its
opponents.
From this brief analysis it is possible to observe how in many ways this industry poses an advantage to
the U.S. use of hard power. It is a clear example of a “love affair” between a primarily leisure industry
and a State. How this affair will evolve in the future remains an unexplored area which adds some thrill
to our unique century.

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