Meet the Sims … and Shoot Them

The rise of militainment.

BY P.W. SINGER | MARCH/APRIL 2010

View a slide show about video games and war

The country of Ghanzia is embroiled in a civil war. As a soldier in America's Army, your job is to do everything from protect U.S. military convoys against AK-47-wielding attackers to sneak up on a mountain observatory where arms dealers are hiding out. It is a tough and dangerous tour of duty that requires dedication, focus, and a bit of luck. Fortunately, if you get hit by a bullet and bleed to death, you can reboot your computer and sign on under a new name.

America's Army is a video game -- a "tactical multiplayer first-person shooter" in gaming lingo -- that was originally developed by the U.S. military to aid in its recruiting and training, but is now available for anyone to play. Among the most downloaded Internet games of all time, it is perhaps the best known of a vast array of video game-based military training programs and combat simulations whose scope and importance are rapidly changing not just the video-game marketplace, but also the way the U.S. military finds and trains its future warriors and even how the American public interfaces with the wars carried out in its name. For all the attention to the strategic debates of the post-9/11 era, a different sort of transformation has taken place over the last decade -- largely escaping public scrutiny, at modest cost relative to the enormous sums spent elsewhere in the Pentagon budget, and with little planning but enormous consequences.

You Can't Miss

War Games

The war games the army plays.

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. All told, the U.S. military is spending roughly $6 billion each year on its virtual side, embracing the view, as author Tom Chatfield put it, that "games are the 21st century's most serious business."

The link between games and war goes all the way back to "boards" scratched onto the back of statues by Assyrian guards almost 3,000 years ago. Three millennia later, as the U.S. military recruits from, and is increasingly led by, a generation raised on Grand Theft Auto, real warfare is taking on the look and feel of a video game, from the aerial drones launching precision strikes at terrorists in remote hideouts in Afghanistan and Pakistan to the joystick-controlled robots defusing roadside explosives in Iraq. "The biggest change is that it's gone from being unique to being ubiquitous. It's everywhere now," Mark Sinclair, a staff vice president at military contractor General Dynamics, told a U.S. Navy journal.

The Pentagon's embrace of video games is part of a much larger phenomenon -- "militainment" -- that is reshaping how the public understands today's conflicts. The term was first coined to describe any public entertainment that celebrated the military, but today it could be redefined to mean the fascinating, but also worrisome, blurring of the line between entertainment and war. For example, while America's Army is technically a publicly funded recruiting and training platform, its main commercial rival is Call of Duty: Modern Warfare 2, a game published by Activision Blizzard. The two games compete for market share, but also over who can better define contemporary war zones. In America's Army, you deploy to the fictitious country of Ghanzia; in Modern Warfare 2, you join a U.S. special operations team that roams from Afghanistan to the Caucasus, winning hearts and minds (or losing them) with a mix of machine pistols and Predator strikes. The players also fight it out in a range of potential future areas of conflict, from Brazil's rough urban favelas to a simulated Russian invasion of Washington, D.C. (This is actually a major flaw in the game; any invasion force would clearly get stuck in Beltway traffic.)

The stakes are high. Modern Warfare 2 came out on Nov. 10, 2009. By the end of the next day, it had racked up $310 million in sales. To put this in perspective, Avatar, James Cameron's latest Hollywood blockbuster (notably following an ex-Marine remotely fighting through a video-game-like battle environment), earned a measly $27 million on its first day. Another comparison might be even more apt. Roughly 70,000 young Americans chose to join the U.S. Army last year. By contrast, 4.7 million chose to spend Veterans Day playing war at home.

And this is no mere American trend. More than 350 million people play video games worldwide, with the war-oriented sector perhaps the most important part of the global market. Modern Warfare 2 may have players join a U.S. special operations team, but one out of every 49 British citizens did so in its first 24 hours. Niche games have also amassed huge followings; in the polarized Middle East, Hezbollah-produced Special Force plays out an attack on Israeli soldiers, while Ummah Defense provides the vicarious thrill of taking on the U.S. military, Israeli settlers, and killer robots.

Reporting on militainment sometimes suffers from either an uncomfortable gee-whiz quality or blanket condemnation, when the story is far more complex. There's much to be impressed by: The Pentagon is saving millions in training costs while creating a learning environment that can look astonishingly like the real thing, potentially saving real-world lives. But as the training and fighting -- and even the public's relationship with war -- becomes ever more distant and virtual, there is also an emerging dark side to keep our (glazed-over) eyes on.

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.