Meet the Sims … and Shoot Them

The rise of militainment.

BY P.W. SINGER | MARCH/APRIL 2010

The collective effect is potentially revolutionary. Game-based training can be tailored to specific scenarios as well as to an individual's own rate of learning, sped up or slowed down based on how quickly he or she acquires knowledge. The result is an enormous gain in efficiency. The Navy, for example, switched to such programs for its communications technicians and estimates that it saved some 58 man-years in training time. Virtual training is also appealing because it allows soldiers to learn and exercise their skills, again and again, without the accompanying physical risks. "Combat veterans live longer," Col. Matthew Caffrey, professor of war gaming and planning at the Air Command and Staff College, told National Defense. "One reason we use war games is to make virtual vets."

For the military as a whole, there are also tens of millions of dollars saved by conducting virtual training at the unit level. One recent war game, for instance, linked the crew of a U.S. aircraft carrier at sea, British and German submarines (docked in harbor, but the crews were on simulators), British airplane crews (sitting at simulators), and a set of Patriot missile batteries (working on practice mode). The players shared information and made joint decisions, just as if the exercise were real. The Navy estimates that its use of gaming at bases, in lieu of doing the same exercises at sea, saves it some 4,000 barrels of fuel a year, while simulated missile launches, rather than firing the real thing, save some $33 million annually.

Avatar Fatigue

Not everything about militainment is controversial: Who is going to complain, after all, about trying to find a better way to save soldiers' lives, help trauma victims, or prevent sexual harassment? And as Maj. Gen. John Custer told Training & Simulation Journal, the world has changed: "You have to realize what generation you're trying to teach. You know what? PowerPoint is not the way to go."

But there are many concerns about what these dramatic changes mean for war's future. With only so many hours in the day, some in the military worry that video games are beginning to edge out real-world training. Navy Capt. Stephen David complained in the service's in-house journal that the virtual vets arriving aboard his ship lacked "the requisite familiarity with even the most basic shiphandling skills." Others raise what is called the "O'Brien Effect," referring to the time talk-show host Conan O'Brien challenged tennis champion Serena Williams to a match, only to defeat her on the Nintendo Wii. At some point, piloting a plane in combat is different from piloting a computer workstation, just as hitting a real tennis ball is not the same as hitting the Wii version.

The real danger of militainment, though, might be in how it risks changing the perceptions of war. "You lose an avatar; just reboot the game," is how Ken Robinson, the Special Forces veteran who produced Army 360, put it in Training & Simulation Journal. "In real life, you lose your guy; you've lost your guy. And then you've got to bury him, and then you've got to call his wife."

This is not just an issue for the military, but also for a broader public that has less and less to do with actual war. As Celeste Zappala of Philadelphia, a mother who lost her son in Iraq, told Salon, "I've always believed when people participate in virtual violence, it makes the victims of violence become less empathetic and less real, and people become immune to the real pain people suffer." But for most parents, having to send their children to war is not something they worry about, even as it becomes something that more of them play at.

At the same time, the nexus of video gaming, war, and militainment is growing even fuzzier with the rapid growth in unmanned systems that use video-gaming technology to conduct actual military operations (the United States now has some 7,000 unmanned systems in its aerial inventory and another 12,000 on the ground). Indeed, the executive at robot-maker Foster-Miller worries that it is becoming too fuzzy. "It's a Nintendo issue," he told me. "You get kids used to playing Grand Theft Auto moving on to armed robots. Are you going to feel guilt after killing someone?"

With more and more soldiers sitting at a robot's computer controls, experiencing no real danger other than carpal tunnel syndrome, the experience of war is not merely distanced from risk, but now fully disconnected from it. One Air Force officer speaking to Wired's Noah Shachtman about his experiences in the Iraq war, which he fought from a cubicle hundreds of miles away, described the feeling: "It's like a video game.... It can get a little bloodthirsty. But it's fucking cool."

A commander of a Predator drone squadron based in Nevada probably best summed up to me the quandaries, for both the military and the public. A former F-15 pilot, the officer described the new generation of unmanned systems operators with awe. Years of video gaming had made them "naturals" in the fast-moving, multitasking skills required for modern warfare. But there was also a cost. "The video-game generation is worse at distorting the reality of it [war] from the virtual nature. They don't have that sense of what's really going on," he told me. This might be the essence of this new era of militainment: a greater fidelity to detail, but perhaps a greater distortion in the end.

Every day, this officer heads off to virtual war. But when he comes home, he doesn't let his own children play the many war games aimed at them. "We do the car ones instead."

U.S. ARMY

 

P.W. Singer is senior fellow and director of the 21st Century Defense Initiative at the Brookings Institution and author of Wired for War: The Robotics Revolution and Conflict in the 21st Century.

REUBEN HINTZ

9:05 PM ET

February 21, 2010

Just the beginning

Now if we can just get USAID, the World Bank, and Gramen to collaborate on a video game that teaches kids how to distribute microfinance loans.

 

GRANT

12:25 AM ET

February 22, 2010

This is hardly new in any

This is hardly new in any sense of the word. Whenever some new media comes out it isn't long before the military finds it. Reading for pleasure? Plenty of books glorifying this or that. Radio? Ditto. Movies? Faster than you can blink and only held back by technical limitations? TV? Wow, deja vu anyone?

Of course I am a bit worried about a child's over-exposure to video games, but I myself played quite a few different games in life, including some of the more violent ones, am a relatively law-abiding citizen, and have just finished college with my greatest concern how to get a job. Maybe we should focus a bit more on a child's friends and family before we worry about a game.

 

ZERI

6:16 PM ET

February 24, 2010

maybe, but...

I clearly remember reading in "Blackhawk Down" about a young soldier who got hit and took off his helmet thinking "game over." Only it wasn't -- as he realized when a live round went whizzing by (p 178).

I worry about the background assumptions that these games teach you to make. I see people every day on my commute who clearly learned to operate a motor vehicle playing games like "Grand Theft Auto." Notice I said "operate a motor vehicle," and not "drive."

 

COMPANYFORMATION

2:35 AM ET

February 23, 2010

Company Formation

The games should also educate children about healthy and productive activities such as Company Formation, playing for their better financial and healthy future. Its a great way to tell about their future activites

 

ADR1NY

10:55 PM ET

March 16, 2010

well.....

well they do have several games like that.

 

JDD

5:58 PM ET

March 2, 2010

deja vu is right

Hey Peter

After hearing your NPR riff this AM on 'militainment' and then reading this essay I too got a bad case of deja vu all over again. I've always held that information wants to be free, but I also give credit where credit is due, a credo that I would hope operates in not just universities and journalism but think tanks as well. Perhaps it's merely a case of bad editing, but contrary to the impression you gave, the idea and term 'militainment' - both in its first coinage and your 'redefinition' - have been kicking around for some time now, from way back in the early 90s, in Wired 1.01 (Bruce Sterling) and Wired 2.09 (Der Derian) to.....that 2004 Underfire issue edited by Jordan Crandall (now online), where you wrote about private military contractors and I wrote about...the military-industrial-media-entertainment network. Let me jog the collective memory:

>From: James Der Derian
>Date: Sun, 15 Feb 2004 19:28:28
>
I would like to discuss the role of media and
entertainment industries in the war machine,
following from my recent book Virtuous War:
Mapping the Military-Industrial-Media-
Entertainment Network.The title is an oxymoron,
trying to capture the twisted logic of modern
warfare, in which the U.S., enjoying a
technological supremacy and preaching an
ethical superiority, works hard to deter,
discipline, and when necessary, preemptively
destroy potential foes by a relatively remote
(virtual), relatively discriminate (virtuous) form
of killing. The subtitle is a riff off general-turned-
president Eisenhower’s famous presidential
farewell address warning of a “military-industrial
complex” (he also warned about a techno-
scientific elite capturing public policy). My
argument, based on an extended, seven-year
road-trip to desert and urban war games, Darpa,
defense industry conferences, Hollywood-Silicon
Valley-Pentagon collaborations, and the like, is
that with the addition of the media and
entertainment industries to the mix, the complex
has become a much more powerful, much less
accountable network.

>From: James Der Derian
>Date: Mon, 16 Feb 2004 16:50:10
>
I have been interested for some time in the
collapse of the distance between simulations
(war games, training exercises, scenario
planning, and modeling) and dissimulations
(propaganda, disinformation, info war, deceit,
and lies) through increasingly sophisticated,
technologically-assisted ways of reproducing
reality, including videogames. From Francis
Bacon on, simulation was thought to be a
“pretence of what is not,” dissimulation as a
“concealment of what is.” But with new
technological powers of verisimilitude and new
virtual corporate alliances with Pentagon,
Hollywood, and Silicon Valley, “wagging the dog”
of reality through dis/simulations seems to be
an everyday event.
>
My first encounter with the videogame crossover
was at the annual military/defense/entertainment
industry conference on simulations in Orlando,
Florida, called ITSEC I think (just too many
acronyms in the military to remember). The
transformation of Doom into a marine training
video was first showcased there, and I was ......

Enuff. Or as Barthes sez, it's all an intertext.

VTY
JDD

 

MIMENET

7:13 PM ET

March 2, 2010

Where previews of the future merge with flashbacks to the past

On youtube there's an intro to JDD's "Virtuous War: mapping the military-industrial-media-entertainment network" that videographically chronicles the rise of virtual and virtuous warfare after the end of the cold war:
http://www.youtube.com/watch?v=_XLUI6sM8nQ

 

BUTTERFISH22

11:13 PM ET

March 9, 2010

Yes, you are right to put these "games" in quotes

Yes, you are right to put these "games" in quotes. As you rightly say, these "games" range from the deadly serious, like programs designed to train soldiers in cultural sensitivity or help veterans overcome the trauma of combat, to the truly outlandish, like a human-sized hamster wheel that makes virtual-reality software feel more realistic. There are even video-game modules that teach soldiers about the perils of sexual harassment. So, in plain English, these "games" are not really games and should be trashed. It is much better to use some link building and connect the dots. Then probably we will have less confusion in the future.