18. REAL-WORLD MILITARY SIMULATION

       Kline et al outline the link between the games industry and the military best:

in the flexible, numerically downsized, partially privatized, but very high-tech organization of the post-Fordist military, Pentagon simulation makers constantly transfer technologies to commercial game making, while the military frequently contract services from, adapt the products of, or enter into commercial codevelopment partnerships with civilian industry - making interactive gaming the most persuasive instance of what has been dubbed the 'military-entertainment-complex17.

They suggest that through partnerships and hypothetical partnerships, the military benefits from the innovations of the game industry which are fuelled by the buying power of gamers. Equally, participation in military-based games perpetuates an acceptance of violent action. I struggle to find a rational explanation of how some people - myself occasionally included - who are morally adverse to war can take pleasure in playing at it. These titles do not mask what they; they wear on their sleeves a likeness to real military operations (and sometimes an affiliation with the Army). Possibly, these simulations have a cathartic effect for the pacifist player. Bombarded with mediated images of war, gamers may take up a role in such simulated violence as a means of coming to an understanding about the implications of the unthinkable. To cope with an assault on humanity, maybe players feel that some amount of involvement in the acts can lead to a realization about what must be done to end atrocities. But, surely this position would prove fruitless. War games position the player as the white, male, Western warrior who will inevitably defeat "the enemy". The proliferation of these types of entertainments primarily asserts the relegation of the video game to an unimportant status. If it is "only a game", then the actions therein are after all, acceptable. Without recognition of the gamer's role in a simulation - an interactive recreation of a reality - one cannot realize the inferred consequences of their actions.


SLIDESHOW



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.