Mods, Nay! Tournaments,
Yay! - The Appropriation of Contemporary Game Culture by the U.S.
Military
David B. Nieborg - University of Amsterdam
United States (U.S.) Army recruiting did not seem to be a problem
after the terrorist attacks of 9/11. However, the ongoing war on
terror calls for more soldiers and thus more recruits. Operation
Iraqi Freedom in particular has put heavy strains on the available
manpower of the Army. A significant part of the U.S. war machine
is tied down in the cities of Iraq, requiring a steady flow of fresh
manpower and material. The Bush administration has made it clear
that it expects the war on terror will be a decade-long battle against
a shadowy enemy (Gordon and Trainor, 2006). At the same time, government
officials such as U.S. Defense Secretary Donald H. Rumsfeld pointed
out that the war on terror is also a war on ideas'. According to
him, it is a war to spread freedom and liberty, values appropriated
by and associated with the United States.
Information and communication technologies (ICTs) have become increasingly
important elements in contemporary warfare (Toffler and Toffler,
1995). This trend labelled Infowar' is giving way to the convergence
of the technological transformation of the U.S. military with networked,
ICT-based warfare (Der Derian, 2003). In all its forms, information
warfare can use simulations as weapon systems: in its hard form
as a component of a weapon, or in its soft form as (public) dissimulations:
More a weapon of mass persuasion and distraction than destruction,
infowar nonetheless shares some common characteristics with nuclear
war: it targets civilian as well as military populations and its
exchange-value as a deterrent outweighs its use-value as an actual
weapon. (Der Derian, 2003: 47)
Modern-day media have become powerful instruments of war, as many
wars are won politically, not strategically (Payne, 2005). This
political-ideological dimension of media was most visible during
the first Gulf War. Before and during the war, television newscasts
played a significant role in persuading U.S. citizens to support
the war while distracting Iraqi officials with deceitful and distorted
information about the war's strategic objectives (Taylor, 1998).
Today new media complement the use of older, 'mass; media forms.
New media (technologies) have become vital tools to sustain the
war on terror in two converging ways. First, games and webpages
can act directly as recruiting tools or aids. For instance, the
U.S. Army has various websites to assist parents with their children's
decision to join. Second, entertainment media such as games directly
and indirectly provide context and justifications through simulations
and dissimulations as to why and how the war on terror is fought.
As such, the concept of infowar directly relates to the use of game
technology by the U.S. military. This paper will focus on this dual
capacity of new media technology, specifically digital games.
Contemporary media seem to have incorporated militarised themes
in every way possible. Television newscasts show embedded reports
live from the battlefield while retired generals act as experts
on 24-hour news channels. Hollywood movies use every special effect
at their disposal to depict an even more spectacular image of war
using leased military equipment. A great number of scholars have
analysed this symbiotic relationship between military communities
and the entertainment industries, generally known as the military-entertainment
complex' (Der Derian, 2003; Lenoir and Lowood, 2003; Stockwell and
Muir, 2003). Within this complex, countless television series, movies,
and (comic) books are continuously being produced. And as the U.S.
military uses the same simulation technologies as commercial game
developers do, boundaries between commercial games and governmental
military simulations are seemingly eroding. In addition, the historically
strong ties between military and game technology are becoming more
and more visible due to popular accounts of the military-entertainment
complex (Chaplin and Ruby, 2005; Halter, 2006). More so than other
media, digital games above all epitomise the military-entertainment
complex.
Beyond the military-entertainment complex
To deepen the understanding of the expanding military-entertainment
complex, the first state-produced recruiting game, America's
Army, will be discussed. The complex, which seems at first
sight to be no more than a technological bond between Hollywood/Silicon
Valley and the Pentagon, in fact has profound implications from
a socio-economic and political-ideological point-of-view. Solely
focusing on the mere fact that games are produced in cooperation
with the military ignores the significance of the synergy between
the military-entertainment complex and contemporary youth popular
culture. The recent success of military-developed recruiting games
impacts thinking about games and simulations and the use of these
interactive texts for advertisement, education, and propaganda.
Similarly, the appropriation of a global game culture seems to result
in a reciprocal relationship between the hierarchical nature of
the U.S. military and the participatory character of numerous game
community clusters.
The U.S. military in particular benefits in various ways from a
global game culture playing war-themed games. Military recruiters
are able to use interactive entertainment as a valuable asset in
their expansive toolbox. In what follows, the appeal of military
games as objects for military recruiting will be discussed. Through
the use of games the U.S. military deliberately chose to directly
interact with the 'Internet generation.; With America's Army
the U.S. Army tapped directly into game communities, and was able
to harness the creative and symbolic capital produced by gamers.
Whereas with commercially developed games, fans collaborate with
the cultural industries, the players of state-produced games such
as America's Army aid, however indirect and minimal, the
U.S. war effort by spreading the U.S. Army's symbolic capital. The
core of America's Army's ideology is not primarily based
upon the cultural industries' profit motive or on providing entertainment
only. Where America's Army differs from a similar First
Person Shooter (FPS) PC-game such as Counter-Strike, is
that the former is a game with a clear agenda. Namely, the dissemination
of the U.S. Army brand through popular culture.
In this paper I will argue that the commodification of play is now,
by way of the military-entertainment complex, supplemented by the
militarisation of play. Next, the two main reasons why games have
been able to become viable recruiting tools will be discussed. First,
there is the technological and economic dimension of contemporary
game development and distribution. When comparing game technology
to the development and distribution of Hollywood movies, it becomes
clear that linking militarised interactive recruiting with digital
play results in the alteration of the rules of engagement. Second,
it will be argued that it is not a giant leap to build military-themed
computer games for recruiting purposes, considering the rich shared
history of military, academic and entertainment communities. The
second part of this paper will consider the relationship between
military communities and digital play using America's Army
as a case study.
Branding the U.S. Army
Recruiting soldiers for the U.S. Army has never been an easy task.
In the late nineties, partly due to the favourable economy, the
U.S. military's annual recruiting goals were missed one after another.
Then in 2000, the tides seemed to turn and for five consecutive
years enough recruits were drafted to fill the ranks. In early 2005
however, the U.S. Army again failed to meet its annual recruiting
target. Today the U.S. military has to rely on its recruiting efforts
more than ever before. Because of full-scale troop deployments the
U.S. military is stretched thin. Newspapers report of soldiers refusing
to report for duty and U.S. politicians made clear that reinstating
the draft is out of question.
One of the biggest problems faced by contemporary military recruiting
efforts is its lack of effectiveness, and something had to be done
to re-establish a long-term connection with the American youth.
Mass media have been used for recruiting purposes since the 1970s,
and today a quarter of today's 600 million dollars military advertising
budget is spent on TV commercials (General Accounting Office, 2003).
Advertising money used to maintain and expand the U.S. Army brand
is also spent on sponsoring events and sports teams and on other
promotional activities. In a report by the U.S. Army Research Institute,
the media habits of America's youth were examined and two important
media for individuals who might possibly join the Army were identified:
television and the Internet (Morath et al., 2001). An icon of youth
popular culture, the music channel MTV was identified as an outlet
to reach the core recruitable audience of 18 to 24-year old males.
To improve Army recruiting via the Internet, the functionality of
the U.S. Army recruiting website GoArmy.com was enhanced. But besides
hip TV commercials, recruiting offices, recruiters visiting high
schools, and various other ways to attract new servicemen, the Army
acknowledged the enormous potential of digital games to spread the
message that: The U.S. Army is the most powerful, most respected
and most feared ground force in the world' (Army Game Project, 2003a:
3).
As mentioned earlier, military-developed or -sponsored games are
as much weapons in the war on ideas as they are interactive recruiting
tools. This dual role of advertisement (recruiting) and persuasion
(spreading U.S. ideology) makes games capable candidates for the
dissemination of propaganda. This holds especially true in regard
to the U.S. military's own definition of propaganda:
Any form of communication in support of national objectives designed
to influence the opinions, emotions, attitudes, or behavior of
any group in order to benefit the sponsor, either directly or
indirectly. (Department of Defense, 2004: 427)
While the focus in this paper is primarily on the role of simulation
technologies and digital games, it is worthwhile to look at the
place of Hollywood movies within the military-entertainment complex
and Hollywood's linkage with the U.S. military establishment. Why
is the military establishment so eager to use game technology for
propaganda purposes in the first place, and why has there never
been a state-produced movie with a similar (dual role) as America's
Army?
Propaganda and popular culture
Communication scholars Garth S. Jowett and Victoria O'Donnell
argue that the Hollywood film industry never lent itself to overt
propaganda' (1986: 72). Apart from the preparedness films' made
in the 1930s, Hollywood never made a commissioned war movie to deliberately
and systematically shape the perception of the U.S. military. While
the U.S. military refrained from producing a blockbuster propaganda
movie, it did have a significant influence in shaping many war-themed
movies. David Robb's Operation Hollywood: How the Pentagon Shapes
and Censors the Movies (2004) provides a detailed and well
documented insider's look at the relationship between the movie
industry and the U.S. military. Robb explains how Hollywood movie
studios have only gained access to expensive military material and
expert knowledge if they were willing to put up their scripts for
editing. The U.S. military makes sure that a sponsored movie informs
the public about the U.S. military and that the military is authentically'
portrayed in order to help military recruiting and retention' (Robb,
2004: 44). The indirect dissemination of military propaganda may
be a common practice and profoundly shape many box-office hits.
Robb also demonstrates that military-entertainment collaborations
are in many instances the result of tough negotiations.
Jowett and O'Donnell present three reasons why the military seems
to be reluctant about the in-house development of a propaganda movie
(1986: 81-2). First, a global audience is used to high standards
and, thus, to fairly expensive movies. It seems highly unlikely
that U.S. Congress would authorise the U.S. Army to spend a hundred
million dollars on a recruiting movie, in the obvious absence of
any guarantee of success. A second factor is the convention of a
fictional narrative complete with (expensive) Hollywood stars. The
medium of the motion picture is therefore totally limited to the
values and ideologies that are an integral part of the plot structure'
(Jowett and O'Donnell, 1986). These limiting values could seriously
hamper the accurate portrayal of the complex and often tedious tasks
of U.S. Army soldiers. Equally, a hero's singular point-of-view,
think of Tom Hanks' Captain John H. Miller character in Saving
Private Ryan, conflicts with the U.S. Army's Army of One recruiting
message. Third, the distribution system for films is tightly organised
and difficult to break into as an outsider. On the other hand, producing
and distributing a Hollywood-like U.S. war movie is easier than
in the 1980's. As we are entering the age of media convergence'
the means of movie production have become cheaper and easier to
use while the Internet can function as an inexpensive and open distribution
channel (Jenkins, 2003). Nevertheless, making a successful Hollywood
movie is even for the U.S. military a risky and expensive adventure.
Comparing these factors to the development and distribution of
digital games, it makes all more sense why developing a full-blown
propaganda game is far cheaper and easier than producing a high-profile
movie. New game formats such as the Grand Theft Auto series
and The Sims franchise, show that game design conventions
are continually being altered. Even in the somewhat formulaic FPS
genre and the sub-genre of tactical shooters, experimentation with
certain design elements is commonly praised by gamers. Another obstacle,
the factor of distribution, can be bypassed because of the near-ubiquitous
Internet access in the United States. Gamers have proved to be willing
to download large files and to share content through digital and
physical peer-to-peer networks.
In addition, in contrast to Robb's analysis, Hollywood military-themed
movies are seen by America's Army project director Wardynski
as stereotypical and sensationalist representations of the military'
(Li, 2004: 40). Also, movies are an ineffective way to spread information
because they are external, independent intermediaries beyond Army
control' (ibid). Jowett and O'Donnell came to a similar conclusion
two decades ago, claiming that: movies never became the powerful
propaganda vehicle that its critics thought it would be', despite
having the greatest potential for emotional appeal to its audience,
offering a deeper level of identification with the characters and
action on the screen than found elsewhere in popular culture' (1986:
72).
Conversely, contemporary game culture seems like a perfect place
to exert full Army control. The U.S. Army already has a vast marketing
apparatus to spread their U.S. Army: An Army of One' message, and
games fit perfectly in the marketing mix of Army recruiters (van
der Graaf and Nieborg, 2003). Digital games have been, and increasingly
will be, used for various marketing purposes (Nieborg, 2006). While
popular culture may be largely outside the direct control of the
Pentagon, the dissemination of propaganda via military-controlled
game communities has become a valid and attractive option. The U.S.
Army does not have to make an expensive movie or produce their own
television series; they are able to tap directly into existing technological
and socio-economical frameworks of the military-entertainment complex.
Good morning soldier, welcome to the U.S. Army!
The representation and simulation of modern war in computer games
shows that there is already a common understanding about (virtual)
war (Nieborg, 2004). The war on terror is both explicitly and implicitly
simulated in a wide range of FPS PC-games such as Battlefield
2, Kuma War, and Counter-Strike, and in budget
action titles as Desert Fury, Airstrike II: Gulf Thunder
and Terrorist Takedown. The ubiquitous availability of
war-themed games is not solely industry-driven, nor can it be set
aside as the result of a lack of imagination in game designers and
publishers. Gamers themselves display an unequivocal need for the
simulation of past, present and future military conflicts. Take
the user-created total conversion modifications (mods) of the World
War Two themed FPS PC-game Battlefield 1942. Every significant
conflict involving a Western country has its own mod, from the Korean
war to the Falklands war to the conflict in Somalia (Nieborg, 2005a).
Similarly, only a month after the release of Battlefield 2
there were already over fifty military themed mods in some state
of development. [1] If
gamers do not like the original game's conflict, they simply recruit
people that have a shared interest and develop a mod of their own.
Therefore, most gamers will not be the least bit surprised by a
military-themed game, even if it is developed by the military.
The demographic composition of FPS game culture matches the main
pool of potential Army recruits. The militarized masculinity' of
FPS games exhibits a strong gender bias where violent themes are
ubiquitous (Hall, 2003; Kline et al, 2003: 246-68). And, almost
as a natural progression of the military-entertainment complex,
the U.S. Army ordered the development of the first publicly available,
state-produced military entertainment game in 2001. The army's move
to venture into games proved to be worthwhile when the game was
eventually released. On July 4, 2002, the first version of America's
Army was made available on the official website. [2]
Within days, servers were swamped and the game
proved to be an instant success. For over four years the game has
ranked high in the list of most played FPSs, attracting and retaining
a considerable group of a couple of hundred thousand dedicated players.
Every couple of months the game is significantly updated, with bug
fixes and the addition of new maps, weapons and training elements.
America's Army is part of the sub-genre of the tactical
FPS, which means that gamers in online multiplayer sessions fight
each other in a setting modelled after a place in the real world.
The inner workings of America's Army have been explained
in detail elsewhere (Li, 2004; Nieborg, 2005b).
Militarised play
It is important here to address the game's multi-modal character.
What makes America's Army fairly unique and sets it apart
from commercial games as well as military simulations, is that it
is an advergame, edugame, test tool and propaganda game (Nieborg,
2005b). The game constantly balances between the expectations of
gamers (shaped by FPS genre conventions) and the game's design rationale
(shaped by its four dimensions), not to mention, numerous technical
design constraints such as hardware and software limitations. Although
the game is part of the sub-genre of tactical FPS games, America's
Army is more than 'just a game; or only a 'sophisticated advergame;.
The official America's Army-brand definition is
revealing in this respect:
America's Army is the only official Army game designed, created
and developed by the U.S. Army. As such, it is the most authentic
Army game ever made, as it strives to provide an accurate, comprehensive
and dynamic portrayal of the Army experience. Based on the seven
fundamental values embodying the U.S. Army - Loyalty, Duty, Respect,
Selfless Service, Honor, Integrity and Personal Courage - the
game teaches players about personal growth and teamwork, while
immersing them in real-life training and combat missions (Army
Game Project, 2003a: 3).
America's Army has been carefully designed to propagate
the U.S. Army ethos. This ethos simulates the rationale and legitimisation
of U.S. foreign policy, giving the game its propaganda dimension.
America's Army shows that the U.S. Army is a highly trained
professional force, willing to fight against terrorists. This is
achieved via its interactive dialogue with gamers worldwide through
both the game and its community.
The Army harnesses the collaborative nature of online game communities
and uses it to its advantage. On the one hand it spreads the Army's
symbolic capital and ideology, and on the other hand it attempts
to recruit possible military enlistees. With the introduction of
various semi-commercial, military endorsed games (e.g., Full
Spectrum Warrior, Close Combat: First To Fight) or
even military produced games, the U.S. military directly taps into
the very fabric of popular culture. This process of acquisition
seems to be taking off right now and, as discussed earlier, this
modus operandi entails much more than a technological collaboration.
With continuing reports live from the battlefield, war has become
an intertextual commodity', cross-promoted by the Pentagon and global
media conglomerates on television, the Internet, in movies and in
games (cf. Marshall, 2002). Therefore, military themed games have
become part of the long history of the synergy between the political
and domestic sphere (Hall, 2003). The efforts of the U.S. military
to invest in the military-entertainment complex is a major leap
forward in the merging of the military and the domestic spheres
in the realm of audiovisual cultural forms' (Crogan, 2003: 279-80).
By developing or ordering the development of military-themed games
for educational, advertisement or even propagandistic purposes,
the U.S. military can directly appropriate a global youth culture.
A militarised participatory media culture
To get hold of this process of militarisation and to critically
approach the Army game as well as its relation with FPS game culture,
Joost Raessens' (2005) notion of participatory media culture' will
be used to reflect on the game's political-ideological implications.
Participatory media culture, according to Raessens, encompasses
three domains of participation: interpretation', 'reconfiguration'
and construction'. The three domains have a political-ideological
dimension which refers to: […] the tension between the dominant
and the critical, social and cultural practices in the realm of
computer games' (Raessens, 2005: 373). These tensions are then defined
by three elements. The first of these is top-down' versus bottom-up',
referring here to the question concerning the results of the access
to the practices of the media culture' (Raessens, 2005: 383). The
second pair, homogenization versus heterogenization', discusses
the question of the reproduction of ideologically charged values
through games. And thirdly, there's a distinction between the real
versus the possible'. Next, I will elaborate upon Raessens' three
domains and subsequently analyse the political-ideological presuppositions
of America's Army before I end this paper with a discussion
of whether America's Army contributes to culture participation'
or a more desirable participatory media culture'.
The first domain of participation deals with the interpretation
of a game and is based on the notion of an active audience as conceptualised
by cultural studies scholars such as Stuart Hall and John Fiske.
Interpretation as a mode of participation can be heavily regulated,
trying to facilitate what Stuart Hall would dub a dominant reading'
or what Sherry Turkle calls simulation resignation' where gamers
surrender to the seduction of the simulation' (Raessens, 2005: 377).
America's Army´s simulation model as well as its
external discursive framework, are meant to let gamers internalise
the rules of the game, to the extent that the Army-dictated rules
of play are seen as natural. Through the process of what Ted Friedman
(1995) calls demystification', America's Army is deconstructed
in a way that is dictated by its regulatory and strict rule set,
seeking full simulation resignation. The notion of authenticity
plays an important part in this process as many choices in the game's
design are justified, by both designers and players, as being 'realistic;.
For realism's sake, the gameplay is much more structured and bound
by the rules of physics and warfare compared to similar games in
the genre. Players become soldiers with a persistent record. Shooting
team members is ruled out, and maps, weapons and player roles cannot
be changed. Friendly fire always results in punishment.
Gamers seem to wilfully accept the many ideological preconceptions
in America's Army's simulation model. An important element
in this respect is the fact that gamers seldom question the fact
that they are not able to play as 'terrorists;. Via a software trick
online, players see themselves always as a U.S. soldier and their
opponents as 'terrorists;, a unique feature for online multiplayer
FPSs. The simulation of the us-versus-them' dichotomy is present
in almost every war game with a contemporary military theme. There
is only a binary choice, coalition versus Iraqi Forces, U.S. Forces
versus Arab/Muslim terrorists, good versus evil. The America´s
Army player however is 'embedded; with the U.S. army and thereby
deliberately loses the viewpoint of 'the other; (cf. Hiebert, 2003).
The loss of context and the subsequent vilification of 'the other;
is a well-known propaganda instrument (Taylor, 1998). Players may
deconstruct the game's simulation model only to find a regulated
and explicitly singular, or homogeneous, perspective: that of the
U.S. Army.
The propagation of U.S. Army values is an important part of the
ideological construct underlying the game's simulation model. The
attention the values receive in both the game and the game's community
may seem strange to outsiders, but reciting the seven values within
the non-virtual U.S. Army is seen as just as vital as learning how
to properly throw a grenade. Soldiers are expected to live up to
the values around the clock, even when they are off duty. The developers
explain how they tried to simulate the Army values in the game:
[America's Army] rewards soldierly behaviour and penalizes rotten
eggs. This works out in practical ways. In basic training, for
example, you can opt to become a combat lifesaver. Doing so reflects
duty and selfless service, so you get points and expanded opportunities
for going through training. Out on mission, your buddy collapses
in front of you. You can attend him, which earns points for loyalty
and honor, or keep running, which scrubs points. If you do stop,
you become a target yourself, which takes courage, and if you're
hit, your health will suffer, so you need the integrity to inform
your actions with sound judgement. Doing your duty and saving
both your lives wins the most points. Just like in combat. (Davis,
2004: 11)
It seems that pointing out the seven values and giving them constant
attention within as many elements in the game as possible is the
only way to make the Army values an actual part of the game. From
my own observations I would argue that the primary reason for the
vast majority of gamers to become a combat lifesaver (which would
reflect selfless service) or helping a wounded teammate in the heat
of battle (which would reflect integrity) has more to do with peer-pressure
and game conventions than Army values. The valued actions are to
be seen in many other online games. Most notably Massively Multiplayer
Online Role Playing Games (MMORPGs) are rich social spaces where
actions such as sacrificing', which a gamer would dub helping, nurturing
or role-playing, provide meaningful play. Through the appropriation
of common in-game player actions the Army emphasises its values.
This rationale directly corresponds with the process of homogenisation.
The ideological struggle of the U.S. Army against FPS game culture
and youth popular culture is an extremely uneven 'war;. Because
of its high production values, familiar design, and by virtue of
the game being 'official; and freely available, the U.S. Army rapidly
created a large fan base of young men who wilfully subjected themselves
to the U.S. Army's ideology. The game's vibrant and vocal community
may discuss the lack of updates or the rampant cheating, but gamers
who openly question Army values are yet to be seen.
Antonio Gramsci's concept of hegemony is useful to frame the notion
of America's Army as a realistic game (cf. Raessens, 2005).
On the one hand, the developers of America's Army use their
intellectual and moral power as the exclusive authors of the text
to enable a hegemonic status where the game could be seen as the
most realistic shooter available - explicitly marketing the game
as the Official U.S. Army Game'. On the other hand, by tapping into
FPS design conventions the U.S. Army maintains a discursive consensus
where America's Army is seen by many as 'just a game;.
When comparing America's Army to, for example, Counter-Strike,
the former can be characterised as a FPS having a very strict simulation
model with rigid in-game rules. The second mode of participation
as discussed by Raessens is the process of reconfiguration', again
in the case of America's Army a severely limited domain
of participation. Players are not encouraged to freely interact
with the gamespace. Instead, players seem to be controlled, not
the world. As a game of emergence', the exploratory nature of many
gamers leads to behaviour never intended by game developers (Juul,
2002). Exploiting bugs and learning tricks by creatively repurposing
the rules of the game is a relatively innocent act and is intertwined
with modern-day online gameplay. Gamers of the Battlefield-series,
for instance, produce the wildest stunt movies with tanks and planes
crashing through carefully placed explosive charges.
The developers of America's Army, on the other hand, try
to rule out this kind of exploratory, or 'unrealistic;, behaviour.
Every new patch shows constant tweaking of the placement of spawn
points and the weapon layouts of various maps. Some maps became
nearly unplayable after investigative players found ways to precisely
throw grenades or shoot rockets in order to kill players who just
began a new round - emergent behaviour called spawn killing'. In
order to play the game, players have to adhere to the U.S. Army's
Rules of Engagement (ROE) if they want to play the game with their
peers. [3] Similar
to the domain of interpretation, in the domain of reconfiguration
the real' is clearly favoured over the possible'.
Construction: FPS Military Mod Culture
Recent research shows that U.S. teens with access to the internet
generate original content on an unprecedented scale, creating blogs
and webpages, as well as sharing and remixing all sorts of digital
content (Lenhart and Madden, 2005). As content creators, gamers
easily move in and out of participatory communities, which function
inside commodity culture. The profit motive has never been absent
during interactive play, as it always has been present in mass (media)
culture: The fundamental imperative' of new media remains the same
as that which shaped the 'old; media: profit' (Kline et al., 2003:
21). Many gamers, or fans, make wallpapers, distribute game files,
host servers and develop game modifications, all adding value to
the game. Even play itself, within the proprietary spaces of MMORPGs,
adds value and becomes profitable to game developers and publishers
(Humphreys, 2006).
Raessens' third domain deals with construction'. This mode of participation
encompasses the addition of new game elements to existing proprietary
commercial titles. The construction mode is integrated into many
games such as The Sims, Unreal Tournament 2003
and Neverwinter Nights, but is again severely limited in
the case of America's Army. Commercial game developers
actively encourage and take advantage of the modding ethos of sharing
resources and knowledge. Such value-adding practices are beneficiary
to the game industry and are an enrichment of game culture. Developing
mods for FPSs has become a worthy, institutionalised practice (Kücklich,
2005, Nieborg, 2005a). Still, modding practices are seldom fully
bottom-up and heterogeneous as they are delineated by various legal,
economic and technological boundaries.
America's Army's strict policy against modding is surprising when
one takes a look at the way gaming is implemented in military training.
Since a significant part of the game industry that develops FPS
games is also part of the military-entertainment complex, the U.S.
military is prone to take advantage of this collaborative game culture.
Military contractors for their part are eager to take advantage
of user-created content. Custom versions of Microsoft Flight
Simulator are widely used for defence pilot training by the
U.S. Navy and the U.S. Air Force at Naval Reserve Officer Training
Courses (Macedonia and Rosenbloom 2001). Similarly, the research
of two U.S. Navy lieutenants (Debrine and Morrow, 2000) shows the
active involvement of the U.S. military in the implementation and
appropriation of FPS game technology and mod culture.
Debrine and Morrow describe how the commercial online FPS Quake
III Arena could be used within a military setting for the exploration
of 3D architecture and for use as a primitive team trainer. Their
analysis emphasises the low costs of modding a FPS. Those who are
in some way affiliated with the various military communities all
seem to agree: a player-driven culture of continuous, relentless,
distributed innovation is the industry's greatest asset, far more
valuable than the technology-driven popular games' (Herz and Macedonia,
2002). At first sight, mods and the military seem to form a perfect
relationship.
Knives and pistols
The various socio-economic and technological advantages for the
U.S. military of interacting with FPS mod culture may seem clear.
However, as far as modding is concerned, America's Army
could well be the exception to the rule. The first Official Army
Game does not allow any changes to its software whatsoever. The
Army is not secretive about its intentions. An online FAQ makes
this clear: Will the editing tools be made available?'. The answer
is: No. The Army is not planning on releasing any editing or modding
tools for America's Army. However, the U.S. Army is planning
on supporting America's Army over the next few years with
additional content and features.' [4]
Recently there has been talk about an official
map editor, but when and in what way it will be implemented has
yet to be seen. There are two reasons why full-scale modding is
not allowed. First, and discussed hereafter, America´s
Army is carefully constructed to portray the U.S. Army in a
particular way, and the game's educational, marketing and propaganda
dimensions will most certainly be lost on modders. Second, it would
open up the game to cheaters, (culture) jammers, artists, academics
and disgruntled gamers.
The ongoing discussion of adding knives and pistols to America´s
Army is an example of the game´s homogeneous emphasis
on the real' versus the players´ bottom-up need for processes
of heterogenisation by opening up a wider range of possibilities.
The discussion started on the day the game hit the net and has never
reached its conclusion. Knives as weapons are standard in many popular
tactical FPS games and many gamers regard a knife-kill as a sign
of so called l33t-skills' (elite skills) - because the ability to
manoeuvre one's character behind another player character in order
to stab him in the back is seen as the sign of superior playing
skills. The Army's reluctance to include knives is based on the
rationale that in the U.S. Army, knives are used as tools, not weapons'.
The inclusion of pistols suffered a similar fate. In a forum, discussion
developers expressed their fear of gamers duelling, which was seen
as unrealistic soldiering, and their concerns about: Messaging issues
(we don't want to simulate activity that can easily be duplicated
on an American street)'. [5]
With the introduction in the game of Special Forces soldiers
the Army suddenly-and much to the surprise of the community-added
the M9 pistol to one of the maps. When, during the release of a
follow-up patch, soldiers other than the sniper on the SF Hospital
map unintentionally received pistols as well, the developers were
troubled by gamers using pistols as their primary weapon. From a
military standpoint, the need to express Army values and authentic
Army missions and gameplay prohibits civilians from coming up with
realistic scenarios or additional material. The addition of a simple
female soldier skin would undermine one of the main pillars of the
Army Game Project-educating male gamers about a possible career
in the U.S. Army. The specific military occupational specialties'
(MOS) currently playable in the game, such as U.S. Army Special
Forces, are not open to women. The explicit educational goals, part
of the recruiting role of the project thus severely limits involvement
in the game's development.
No Velvet Army
Most mods are meant as pure entertainment and are made with no
other goal in mind than to give gamers a fun experience: Fan culture
is dialogic rather than disruptive, affective more than ideological,
and collaborative rather than confrontational' (Jenkins, 2002: 167).
Yet, the U.S. Army brand is, through America's Army, under
constant attack because of the bottom-up practices of a mixed group
of (culture) jammers. Besides concerns about sending the wrong message'
and concern for the authentic portrayal of the Army, the game's
propaganda dimension attracts continuous attention. The U.S. Army
as a way of life and America's Army as a branded experience
are high-profile targets for those who oppose the U.S. Army message
or see in America's Army a reflection of U.S. foreign policy.
In an age where the decision to join the military is influenced
by advertising in various media, the importance of America's
Army as a marketing and recruiting tool is substantial. From
this perspective, the collective power of a vocal group of disgruntled
gamers may, considering the target demographic, be more damaging
to Army recruiting efforts than a far more serious matter such as
the Abu Ghraib scandal. Where a broadcast message, such as a television
ad, may result in a reading of the commercial text opposite to its
intended meaning, the interactive character of games and the fluid
character of gaming communities open up a window of opportunity
for culture jammers, anti-war/corporative activists, pacifists,
artists, academics and bored teenagers.
Both commercial games and mods can be confrontational and disruptive
in various ways. Intended as training modules, ideological messages
or (offensive) entertainment, mods can serve as spoofs or satire
(e.g., the Castle Smurfenstein-mod for Castle Wolfenstein),
critique (e.g., Escape from Woomera for Half-Life)
or art. An example of a controversial art game is the Unreal
Tournament 2003 mod 911Survivor, which simulates the
attack on the Twin Towers. The mod's only objective is to get the
avatar out of the burning building and by doing so jumping to ones
death. [6] Gamers
on their part seem eager to use contemporary combat themes and conflicts.
They do not hesitate to name their online characters Osama' or KillBushjr'
and just as well create Islamic', Al-Qaeda' or Chechen' avatar skins.
There are numerous Half-Life or Counter-Strike
maps set in peculiar places such as a McDonalds or a Wal-Mart, scenarios
the Army developers want to avoid at all costs.
The Quake 3 modification Political Arena combines
many of these aspects. The satirical mod features leading U.S. politicians
such as George W. Bush with his main weapon being lethal injection.
The game's objective is to steal the presidency with the help of
the Supreme Court by picking up a U.S. Flag. [7]
The Army Game Project's worst nightmare however
may well be an America's Army equivalent of Velvet
Strike. Artist Anne-Marie Schleiner (2005) developed this Counter-Strike
mod, or to be more precise a set of in-game graffito's and intervention
recipes', which in the end proved rather unsuccessfully. The recipes
were meant to disrupt gameplay in order to point towards the masculine
and militaristic character of the game. Even so, despite the ban
on any America's Army game modification, the game's community
resembles that of many other participatory game communities.
The Appropriation of Game Culture
Over the years, the Army Game Project managed to gather a large
group of devoted fans around America's Army. The game provides
access for anyone with an Internet connection and a decent PC to
one of the most fetishised aspects of contemporary war-the adrenaline
rush of man-to-man combat. The Army taps into existing social networks,
building up trust and peer-to-peer communication. The U.S. Army
is able to institutionalise a pool of semi-organised and enthusiastic
gamers, using their collective intelligence' to produce all sorts
of fruitful interactions (cf. Jenkins, 2002). The Army harnesses
the collaborative nature of online game communities, and of course
the America's Army game community above all, in order to
facilitate the spreading of the Army's symbolic capital. This explains
the contradiction of banning or frustrating user-created game mods
while, on the other hand, institutionalising a militarised fan community.
A closer look at the products and services that fans provide, such
as videos, wallpapers and the organisation of LAN-parties, demonstrates
how the Army facilitates, endorses, and appropriates an increasingly
militarised game culture.
Many games have their respective fan communities creating short
clips with in-game material. The MMORPGs Star Wars Galaxies
and World of Warcraft have their dance videos, Halo
inspired the humorous Red vs Blue and the Battlefield
series has its wild stunt movies. The production of video clips
is a common practice within the America's Army community.
Clip developers seem to take a particular liking in showing their
skills on the virtual battlefield and displaying their knowledge
of the intricate game mechanics. In itself, this does not set America's
Army fan videos apart from other FPS fan material. Yet, the
great majority of clips additionally feature the U.S. Army slogan
and logo, as well as the America's Army's values and its
patriotic theme. Interestingly enough, official America's Army
promotional material includes two videoclips marketing America's
Army: Special Forces (2.0) which bear an odd resemblance to
user-created videoclips. [8] The
promotional clips use in-game material, intersecting it with real
world military footage. And, consistent with fan conventions, there
is the unavoidable heavy metal soundtrack and the equally unavoidable
use of U.S. Army slogans and America's Army brand material.
In addition to videoclips, gamers also produce more narrative-driven
clips consisting of gameplay sequences. Further, America's Army
movies draw heavily on the representation of war itself. These mini-productions
are longer than the two minute videoclips and are dedicated to telling
specific war stories, such as rescuing a hostage or eliminating
a terrorist leader. Because of the lack of characters and intrigue
in FPS games, gameplay movies tend to focus on spectacle, lavish
cinematography and the integration of music and particular gameplay
sequences. Plotlines are displayed by silent-movie conventions such
as the inclusion of full screen intertitles and focus on protagonist´s
hand gestures. Dominant modes of television show rewriting, such
as character dislocation, genre shifting and refocalisation are
absent in gameplay videoclips (Jenkins, 1992: 162-77). Not so surprisingly,
'slash; videoclips are non-existent in the America's Army
community. Subversive elements and critique towards the game are
absent in many videoclips and gameplay movies. Gamers are very limited
in their efforts to recontextualise material from the game since
'the set; only encompasses 30 plus maps and no civilian characters
(except from some nurses), hindering non-military scenarios. As
a result, user-created material appropriates and internalises an
Army discourse, Army values and symbolism, further delimiting a
heterogeneous participatory media culture.
Mock swear-ins
Besides user-created content, the actions of players themselves
can be appropriated as well and put to use by the military apparatus.
An element of contemporary game culture that is incorporated and
explicitly stimulated by the Army is clan culture and tournament
play. The (manufactured) need for team play and the militaristic
structure of FPS games motivates aficionados to get organised to
both survive and win. Many clans follow the same philosophy, structure
and training principles as the U.S. Army (cf. Li, 2004). Clans,
similar to sports teams, differ in size, nationality and involvement.
On the popular community website AAOTracker more than 9000 America's
Army clans are listed with over 80.000 members. [9]
In a paper for the annual Interservice/Industry Training, Simulation
and Education Conference (I/ITSEC), four members of different military
communities explored the various methodologies to incorporate in
what they call cyber gaming culture':
Just as the creation of Air Shows in the 20th century led to both
successful civilian airport shows and military air base events,
the future of large scale and small LAN party gaming competition
can include both events with a civilian focus and those with a military
orientation (Maguire et al., 2002).
The authors argue that there are many benefits to be reaped from
military sponsored location based' game competitions as well as
online gaming tournaments. It seems that the argument by the authors
has been fully acknowledged by today's military. Clans are prominently
featured on the official America's Army homepage, the place
to be for dedicated players. The official forum counts over 200.000
members and an impressive 2.2 million posts. Two community driven
tournament initiatives, TeamWarfare League (TWL) and the Cyberathlete
Amateur League (CAL), are openly endorsed and their results are
included on the homepage. Two years after its introduction the game
itself has been geared towards tournament play by adding several
admin functions and tools for clan play.
And in order to fully benefit from the recruiting potential of
America´s Army, the U.S. Army urges Army recruiters
to stage their own America´s Army-related recruiting
events. To support this, there is a special website where recruiters
can order their recruitment kit, which includes posters, free T-shirts,
extensive set-up plans and a video explaining how to stage the event
(tip: let gamers do a mock swear-in before starting the tournament!).
[10] Non-U.S.
players who cannot attend these events have their own mock swear-ins.
The loading screen of the game shows the Soldier´s Creed,
which opens with:
I am an American Soldier.
I am a Warrior and a member of a team. I serve the people of the
United States and live the Army Values.
In the included America's Army Game Instructions and Event
Support booklet, recruiters are given numerous suggestions
about how to use the game for recruiting purposes: The game is a
great icebreaker because young men and women love games and are
always happy to talk to anyone about a 'cool; new game' (Army Game
Project, 2003b: 17). LAN-parties in particular are explicitly designated
as: [...] a prime arena for Recruiter activities' (Army Game Project,
2003b: 19). The booklet gives tips for additional activities at
Army-sponsored LAN-parties. There, recruiters can provide haircuts
by an Army barber' and camouflage face painting', or decorate the
location with camouflage netting, standees and sandbags'. It becomes
clear that the increasing militarisation of game culture, as an
extension of the military-entertainment complex, has never been
so 'cool;.
Conclusion
At the height of the Cold War, Terri Toles reflected on U.S. military
recruiting efforts at the time: There is even talk of recruiting
soldiers in arcades, the argument being that video game expertise
may be transferable to the needs of the Army' (1985: 220). [11]
In more recent times, with the ubiquitous
access to PCs and consoles, military recruiting and propaganda entered
the domestic sphere. Within a branded world where the Army is 'cool;,
where games are developed by the military and used as training tools,
gamers are eager to play with any military-themed game as long as
it is fun. As a result, war has become increasingly delightful to
those who have never experienced it. The military-industrial complex
is more powerful than ever before. And as weapon systems and U.S.
Army doctrines transform, so does the complex, only to become more
pervasive. As the war on terror drags on and upcoming wars are presumably
already being discussed, America's Army is not the only
medium simulating and representing war. Television series, newscasts,
movies and documentaries all contribute to an overall view of 'what
war is like;, but what no other program, game or movie can claim
is that they are officially developed by the U.S. Army. The expert
knowledge of the Army about its own organisation gives America's
Army an aura of objectivity needed to sell its product-the
values of the U.S. Army.
Raessens reflects on the role of gamers within the cultural industries
and distinguishes between culture participation and participatory
media culture:
Culture participation is a broad concept that refers generally
to the fact that we participate in the surrounding culture, be
that in a passive and consumptive, or a more active and productive
way. I consider participatory culture, the latter, more active
attitude that, as we have seen, makes special demands concerning
the interpretation, the reconfiguration, and the construction
of computer games. (2005: 383)
From this perspective, the U.S. Army through America's Army
clearly favours culture participation over a participatory media
culture. The military is not unique in aiming for culture participation.
Raessens discusses the cultural practices of gamers interacting
with the cultural industries. The U.S. Army brought into existence
a vibrant military-led game community serving a wide range of participatory
actions by gamers. Yet, only those aspects of game culture are appropriated
which adhere to a mode of participation which is top-down, homogeneous,
and prefers the real over the possible. Despite the emergent character
of online gameplay, the regulatory and top-down gameplay of America's
Army, coupled with a specific marketing message, make America's
Army a controlled environment with ample options for intervention.
Developing mods as a common fan activity is replaced by the encouragement
and appropriation of clan culture, LAN-parties and content production
such as wallpapers and fan videos.
In the branded world of America's Army players may acquire
various bits of trivial information about the U.S. Army. The knowledge
and information which is picked up by gamers can be directly related
to an external reality. Why do we fight in America's Army?
To defend freedom! How? With my friends from all over the world,
online. Within the one game of America's Army many, if
not all, characteristics of the changing relationship between the
U.S. military and popular culture seem to come together. The official
Army game turned out to be not just some experimental Army project,
but a game which young kids play for hours each day, sometimes over
a period of a year or more.
The dedication and appreciation of gamers shown towards the game
might seem strange for those critical towards the U.S. Army or violent
shooter games. Yet, many gamers see America's Army as 'just
a game;, and gamers may be unaware of any of the game's four dimensions
or simply not care about them-in the end, it is a free (gratis)
game. The Army brand is widely dispersed around the globe and the
Army Game Project is expected to expand widely over years to come.
New genres and forms of gaming, such as Massively Multiplayer Online
FPS games, are also being explored by the military. All of this
has been possible not despite, but because of, America´s
Army players and fans. They directly contribute, little by
little, to the expansion of the military-entertainment complex and
the militarisation of popular culture.
Acknowledgments
My sincere appreciation goes out this edition's editors and anonymous
reviewers. A 'Hooah; to Jet Mok, Shenja van der Graaf and Ruud Oud
for support and feedback.
Author's Biography
David B. Nieborg is a PhD student at the Amsterdam School for Cultural
Analysis (ASCA) and lecturer at the University of Amsterdam. His
publications explore the interaction between commercial game culture,
technology, marketing, and military communities. He writes on game
culture for various Dutch magazines and newspapers. David is a gamer.
Email: D.B.Nieborg at uva.nl
Notes
[1] List taken from Wikipedia. http://en.wikipedia.org/wiki/Battlefield_2.
[back]
[2] See the official website http://americasarmy.com.
February 2006 version 2.6, also know as America's Army: Special
Forces (Link-Up), was released for Windows PCs. [back]
[3] See http://www.americasarmy.com/support/roe.php.
[back]
[4] America's Army Frequently Asked Questions,
http://www.americasarmy.com/support/faq_win.php?p=1&t=3.
[back]
[5] An interview with one of the developers is
located at the America´s Army fansite ArmyOps-Tracker:
http://aaotracker.com/thread.php?threadid=73961.
[back]
[6] One could question whether 911Survivor
with no apparent conflict, follows the definition of a game. [back]
[7] The mods homepage is located at http://welcome.to/politicalarena.
[back]
[8] See http://www.americasarmy.com/intel/makingof_videos.php
[back]
[9] For example, http://aaotracker.com/trackerstats.php.
[back]
[10]. See http://events.americasarmy.com/.
[back]
[11]. Toles refers to: Greene, B. Army sees a
Use for Video Games'. San Francisco Chronicle (1981), 8-21. [back]
References
Army Game Project. America's Army Recruiter Support
Brand Style Guide (US Army, 2003a).
Army Game Project. America's Army Game Instructions
and Event Support (US Army, 2003b).
Chaplin, Heather and Ruby, Aaron. Smartbomb: The Quest for
Art, Entertainment, and Big Bucks in the Videogame Revolution
(Chapel Hill: Algonquin Books, 2005).
Crogan, Patrick. Gametime - History, Narrative, and Temporality
in Combat Flight Simulator 2', in Mark J. P. Wolf and Bernard Perron
(eds.) The Video Game Theory Reader (New York: Routledge,
2003), 275-301.
Davis, Margaret (ed.). America's Army PC Game Vision
and Realization (San Francisco: US Army and the Moves Institute,
2004).
DeBrine, Jeffrey and Morrow, Donald E. Re-Purposing Commercial
Entertainment Software for Military Use', Master Thesis, Naval Postgraduate
School (2000).
Department of Defense. Department of Defense Dictionary of
Military and Associated Terms (Washington DC: Department of
Defense, 2004).
Der Derian, James. War as Game', The Brown Journal of World
Affairs 10.1 (2003): 37-48.
Friedman, Ted. Making sense of software: Computer games and interactive
textuality', in Stephen G. Jones (ed.), CyberSociety: Computer-mediated-communication
and community. (London: Sage Publications, 1995), 73-89.
General Accounting Office. Military Recruiting: Dod Needs to
Establish Objectives and Measures to Better Evaluate Advertising's
Effectiveness (Washington, DC: United States General Accounting
Office, 2003).
Gordon, Michael R., and Trainor, Bernard E. Cobra II: The Inside
Story of the Invasion and Occupation of Iraq. (New
York: Pantheon, 2006).
Graaf van der, Shenja and Nieborg, David B. Together We Brand:
America's Army', in Marinka Copier and Joost Raessens (eds.) Level
Up: Digital Games Research Conference. (Utrecht: Universiteit
Utrecht, 2003), 324-38.
Hall, Karen J. War Games and Imperial Postures: Spectacles of Combat
in U.S. Popular Culture, 1942-2001', PhD Thesis, Syracuse University
(2003).
Halter, Ed. From Sun Tzu to Xbox: War and Video Games.
(New York: Thunder's Mouth Press, 2006).
Herz, Judith C. and Macedonia, Michael R. Computer Games and the
Military: Two Views', Defense Horizons 11 (2002).
Hiebert, Ray Eldon. 'Public Relations and Propaganda in Framing
the Iraq War: A Preliminary Review.; Public Relations Review
29.3 (2003): 243-55.
Humphreys, Sal. ;You're In Our World Now.;™ Ownership and
Access in the Proprietary Community of an MMOG', in Shenja van der
Graaf and Yuichi Washida (eds.) Information Communication Technologies
and Emerging Business Strategies (Hershey, PA: Idea Publishing
Group, 2006): 76-96.
Jenkins, Henry. Textual Poachers: Television Fans and Participatory
Culture (London: Routledge, 1992).
Jenkins, Henry. Interactive Audiences? The Collective
Intelligence of Media Fans', in Dan Harries (ed.) The New Media
Book (London: BFI, 2002), 157-76.
Jenkins, Henry. Quentin Tarantino's Star Wars?: Digital
Cinema, Media Convergence and Participatory Culture' in David Thorburn
and Henry Jenkins (eds.) Rethinking Media Change: The Aesthetics
of Transition (Cambridge: MIT Press, 2003), 281-314.
Jowett, Garth S. and O'Donnell, Victoria. Propaganda and Persuasion
(Newbury Park, CA: Sage Publications, 1986).
Juul, Jesper. The Open and the Closed: Games of Emergence and Games
of Progression' in Frans Mäyrä (ed.) Computer Games
and Digital Cultures. (Tampere: Tampere University Press, 2002),
323-31.
Kline, Stephen., Dyer-Witheford, Nick and de Peuter, Greig. Digital
Play - the Interaction of Technology, Culture, and Marketing (Montreal:
McGill-Queen's University Press, 2003).
Kücklich, Julian. Precarious Playbour: Modders and the Digital
Games Industry'. Fibreculture Journal 3.5 (2005), http://journal.fibreculture.org/issue5/kucklich.html.
Lenhart, Amanda and Madden, Mary (2005). Teen Content Creators
and Consumers. Washington D.C., Pew Internet and American Life
Project.
Lenoir, Tim and Lowood, Henry. Theaters of War: The Military-Entertainment
Complex', in Helmar Schramm and Jan Lazardzig (eds.) Ludger
Schwarte Kunstkammer, Laboratorium, Bühne--Schäuplatze
Des Wissens Im 17. Jahrhundert/Collection, Laboratory, Theater
(Berlin: Walter de Gruyter Publishers, 2003).
Li, Zhan. The Potential of America's Army the Video Game as Civilian-Military
Public Sphere' MA thesis, Massachusetts Institute of Technology
(2004).
Macedonia, Michael. R. and Rosenbloom, Paul. S. Entertainment Technology
and Virtual Environments for Training and Education' in R. Larson,
J. Meyerson and M. Devlin (eds.) The Internet and the University:
2000 Forum. (Boulder: Educause, 2001), 79-95.
Maguire, Flack, van Lent, Michael., Prensky, Marc and Tarr, Ron.
Defense Combat Sim Olympics - Methodologies for Incorporating the
Cyber Gaming Culture; I/ITSEC 2002, 2002. CD-ROM.
Marshall, David P. The New Intertextual Commodity', in Dan Harries
(ed.) The New Media Book (London: BFI, 2002), 69-82.
Mead, Walter Russell. Power, Terror, Peace and War - America's
Grand Strategy in a World at Risk. (New York: Alfred A. Knopf,
2004).
Morath, Ray., Light, Elana., Gompper, Nick., Harris, Jim and Zazanis,
Michelle. Developing an Army Market Research Index in Support
of Army Recruiting. (Arlington: U.S. Army Research Institute,
2001), http://www.hqda.army.mil/ari/pdf/rr1766.pdf.
Nieborg, David B. Militaire Game(r)s : Vechten in De Virtuele Werkelijkheid',
Tijdschrift voor Mediageschiedenis 7.2 (2004): 53-76.
---. Am I Mod or Not? - An Analysis of First Person Shooter Modification
Culture', Creative Gamers Seminar - Exploring Participatory
Culture in Gaming. (University of Tampere, 2005a), http://gamespace.nl/research.
---. Changing the Rules of Engagement - Tapping into the Popular
Culture of America's Army, the Official U.S. Army Computer Game'
MA Thesis, Utrecht University (2005b), http://gamespace.nl/thesis.
---. Games and Advertisement - Beyond Billboards and Banners',
in Shenja van der Graaf and Yuichi Washida (eds.) Information
Communication Technologies and Emerging Business Strategies
(Hershey, PA: Idea Publishing Group, 2006): 97-117.
Payne, Kenneth. The Media as an Instrument of War', Parameters
35.1 (2005): 81-93.
Raessens, Joost. Computer Games as Participatory Media Culture',
in Joost Reassens and Jeffrey Goldstein (eds.) Handbook of Computer
Game Studies (Cambridge: The MIT Press, 2005), 373-88.
Schleiner, Anne-Marie. Game Reconstruction Workshop: Demolishing
and Evolving Pc Games and Game Culture' in Joost Reassens and Jeffrey
Goldstein (eds.) Handbook of Computer Game Studies (Cambridge:
The MIT Press, 2005), 405-14.
Stockwell, Stephen and Muir, Adam. The Military-Entertainment Complex:
A New Facet of Information Warfare', Fibreculture Journal
1.1 (2003), http://journal.fibreculture.org/issue1/issue1_stockwellmuir.html.
Taylor, Philip M. War and the Media - Propaganda and Persuasion
in the Gulf War. 2nd ed. (Manchester: Manchester University
Press, 1998).
Toffler, Alvin and Toffler, Heidi. War and Anti-War (Making
Sense of Today's Global Chaos). (New York: Warner Books, 1995).
Toles, Terri. Video Games and American Military Ideology', in Vincent
Mosco and Janet Wasko (eds.) The Critical Communications Review,
Vol. III. (Norwood, New Jersey: Ablex, 1985), 207-223.
TOP |