All but War Is Simulation: the Military Entertainment Complex
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Peter Kraska and Steven Chapman
Peter Kraska and Steven Chapman Militarization and Contemporary Video Gaming This project examines the influence of militarism, and the involvement of the U.S. military itself, in contemporary video gaming. The military’s involvement includes developing its own, free of charge, video game title used as a recruitment tool, employing a host of training games many of which are used to desensitize new soldiers to the war environment and the act of killing, and participating in numerous consulting and marketing activities associated with the most popular war-oriented games for mass consumption. Surrounding this direct involvement by the military is a massive and increasingly lucrative gaming industry that markets war and killing in a “realistic” yet intensely glorified manner. Aside from documenting and describing in detail this phenomenon, we examine the macro-cultural and societal implications of this phenomenon. Figure 1.1 – One Day Sales -- 2011 Context and Concepts For three years in a row, the number one selling entertainment product during its release period has been a video-game – surpassing even block-buster movies such as Harry Potter and Star Wars. Call of Duty: Modern Warfare 3 recently made $775 million in its first five days in stores, and the Modern Warfare franchise has grossed more than $6 billion. Its central and apparently successful marketing slogan is: “There’s a soldier in all of us” (Snider, 2011). Of course what’s noteworthy to criminologists, is the type of game: extremely violent, highly realistic war environment, and one that glorifies killing and warfare. It takes only a superficial critical analysis to recognize that this game genre has tapped into an enduring and deep-rooted aspect of American culture – militarism; defined as an ideology that sees the use of militaristic force, or threat of force, as a desired means to solve problems, gain political power, or administer retributive justice. -
The Urban Weird
OPEN GRAVES, OPEN MINDS & SUPERNATURAL CITIES PRESENT: THE URBAN WEIRD Conference 6-7 April Schedule 2018 University of Hertfordshire www.opengravesopenminds.com www.supernaturalcities.co.uk Open Graves, GA17515_DS_03/18 Open Minds Conference Schedule 06 April 2018 Registration Coffee and Chair: Carina Hart 09:00 - 09:45 Atrium 4 China Mieville pastries Seminar Room M015 Dr Sam George, Dr Karl Bell, Dr Kaja The space out of joint: haunted urban 09:45 - 10:00 Welcome Lecture Hall 9 András Fodor (University of Szeged, Hungary) Franck spaces in China Miéville’s Un Lun Dun 10:00 - 11:00 Boggart Workshop Dr Ceri Houlbrook Lecture Hall N003 ‘Up’s no longer out of bounds, and down’s 11:00 - 12:20 Parallel Session 1 30 nothing to fear’: Verticality and Locomotion Sarah Neef (TU Dortmund University, Germany) in China Miéville’s Urban Fantasy Chair: Ceri Houlbrook 1 Urban Myths and Fairy Tales Chair: Kaja Franck Seminar Room M015 5 The Virtual Weird Seminar Room M021 Fairy Tales of the Neoliberal Gothic City: Dr Carina Hart (University of Nottingham Malaysia 14 Michael Cunningham’s The Snow Queen Campus) “Welcome Home, Good Hunter”: 17 The Gothic and Environmental Storytelling Dr Madelon Hoedt (University of South Wales) Mind the doors! Folk horror on the London 35 David Powell (University of Birmingham) in From Software’s Bloodborne Underground Ghosts of the Shadow City: adventures in Hell Finding Cabs Round Here: Taxi Rides 20 Debbie Kent (Goldsmiths, University of London) 36 Dr William Redwood (Supernatural Cities) the CGI dreamscapes of urban development through the Urban Weird “Everything is True” A Weird Tale: Urban 21 Gothic meets Urban Myth in Multiplayer Prof. -
Assessing the Transmission of Commanders Intent
12th ICCRTS I-038-DraftB Assessing the transmission of Command Intent Geoffrey Hone Ian R Whitworth Andy Farmilo Cranfield University at the Defence Academy of the United Kingdom, Shrivenham, SN6 8LA UK Abstract A key requirement for success in any military operation is that the Intentions of the Officer in Command be accurately transmitted down through the command hierarchy. It is these intentions that should convey the commander’s requirements for the proposed operation, and should include a statement both of the purpose, and of the required outcome, of the operation about to be undertaken. Without the accurate transmission of intent, the desired effect may well not be achieved. This paper will discuss a two-stage process directed at assessing the transmission of Commander’s Intent, and which also has potential as a tool for de-risking a proposed operation. There is a further potential for use in the training of junior officers and cadets. INTRODUCTION The passage of orders down through any command structure, has been described by Bateman (1998) as the RUDE Cycle (Receive, Understand, Disseminate, Execute), with the same RUDE process occurring at each stage down the hierarchy. It follows from RUDE that at each level below the top command level, a subordinate commander must carry out the first three components and then prepare for the fourth. Thus, if a Commander carries out an assessment of the orders handed down by his direct subordinates to their subordinates – that is to say: at two levels down from his own – then the Reception, Understanding and Dissemination components can form the basis of a framework for that assessment. -
Simulation, History and Experience in Avalon and Military-Entertainment Technoculture
Simulation, History and Experience in Avalon and Military-Entertainment Technoculture PATRICK CROGAN University of the West of England, UK Abstract: This essay takes Mamoru Oshii’s Avalon (2001) as a starting point for considera- tion of the impact of simulational interactive media on contemporary technoculture. The con- nections made in the film between virtual reality games and military research and develop- ment, and its quasi-simulational modelling of various historical ‘Polands’ in re-sequencing a dystopian end of history are the most valuable resources it brings to this study of how simula- tion’s predominant development represents a major challenge to the forms of critical cultural reflection associated with narrative-based forms of recording and interrogating experience. Analysis of the methods and rhetorics of simulation design in the military-industrial (and now military-entertainment) complex will elaborate the nature and stakes of this challenge for to- day’s globalising technoculture of ‘militainment’. Keywords: simulation, videogames, anime, war, history, technoculture, militainment his article is not so much about Mamoru Oshii’s 2001 Japanese-Polish, anime-live ac- Ttion hybrid feature, Avalon, as it is about the challenge that the film’s subject— videogame virtuality—represents for the critical analysis of contemporary global, digital technoculture. I propose that videogames are exemplary forms of digital technoculture, not least because they illustrate the powerful influence of military technoscience on the latter. Avalon -
Norn Attacks and Marine Doom Darging the Commu- “Modelling Reality to Get Reality” (Tony SIMP SON)^ :Al World Politics
MICHAELGEVER ly become problems BIRGIT RICHARD Incan leadership and S the occupation of vorld. But it calls for .S its prerequisite, the f “US global respon- onal focus in imple- Norn Attacks and Marine Doom darging the commu- “Modelling reality to get reality” (Tony SIMP SON)^ :al world politics. In domain. This paper examines two forms of death in virtual worlds. In light of the possi- bility of creating artificial life in a computer processor, the question arises as to say, an impossible whether a phenomenon like death is even a matter of significance in a binary is tolerating a great worldthat appears to be infinite and eternal, and what relationship exists in is what “informa- between these death phenomenaand thereal thing. We can differentiate between ategy means. Infor- two forms of immaterial death: artificial death as a programmed parameter, and ccupation. Rather it self-emergent death in accordance with the biological model. information-sphe- On the Net, there is no art of this kind (yet): it has had no time lo develop a notion of the Other, the vanishing point of which would be itt declared this to Death. The model for Net Culture is life. 2 ms at thecontrol of Not onlythe Internet but also the other digital media present themselves as eter- nstitution-building, nal phenomena that know no end. The apologists for new media worlds all too e new global sover- readily put forth themyth of the permanent retrievability of all information once of the informati- it has been put into digital form. Inherent in this is the danger that information that is only a few years old will become unreadable due to the rapid revision of t into an endless systems. -
The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800
The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800 Reference Code: DF0065SR The Global Military Simulation and Virtual Published: April 2015 Training Market 2015–2025 Report Price: US$ 4,800 (Single Copy) The Global Military Simulation and Virtual Training Market 2015–2025 Single Copy Price: $4,800 Summary “The Global Military Simulation and Virtual Training Market 2015–2025” report offers the reader detailed analysis of the global military simulation market over the next ten years, alongside potential market opportunities to enter the industry, using detailed market size forecasts. The global military simulation and virtual training programs market is expected to value US$XX billion in 2015 and increase at a CAGR of XX% to reach US$XX billion by 2025. The market consists of three simulation categories: flight, combat, and maritime. Flight simulators are expected to account for XX% of the global military simulation market, followed by maritime simulators and combat simulators with shares of XX% each. Over the forecast period, the cumulative global expenditure on military simulators and virtual training programs is expected to reach US$XX billion. “The Global Simulation and Virtual Training Market 2015–2025” provides detailed analysis of the current industry size and growth expectations from 2015 to 2025, including highlights of key growth stimulators. It also benchmarks the industry against key global markets and provides a detailed understanding of emerging opportunities in specific areas. Key Findings The global military simulators and virtual training programs market is expected to value US$XX billion in 2015 and is expected to increase to US$XX billion by 2025, representing a CAGR of XX% during the forecast period. -
Theescapist 042.Pdf
putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness. -
4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture. -
The Fallen Spc
The Fallen Spc. Paul Anthony Beyer — 2nd Battalion, 502nd Infantry Regiment, 2nd Brigade Combat Team, 101st Airborne Division (Air Assault), U.S. Army Sgt. Michael Edward Bitz — 2nd Assault Amphibious Battalion, 2nd Marine Regiment, Task Force Tarawa, 2nd Marine Division, U.S. Marine Corps Spc. Philip Dorman Brown — B Company, 141st Engineer Combat Battalion, N.D. Army National Guard Spc. Keenan Alexander Cooper — A Troop, 4th Squadron, 73rd Cavalry Regiment, 4th Brigade Combat Team, 82nd Airborne Division, U.S. Army Spc. Dennis J. Ferderer, Jr. — Headquarters and Headquarters Company, 1st Battalion, 15th Infantry Regiment, 3rd Brigade, Task Force Liberty, 3rd Infantry Division, U.S. Army Spc. Jon Paul Fettig — 957th Engineer Company (Multi-Role Bridge)(V Corps), N.D. Army National Guard Capt. John P. Gaffaney — 113th Combat Stress Control Company, 2nd Medical Brigade, U.S. Army Reserve Cpl. Nathan Joel Goodiron — A Battery, 1st Battalion, 188th Air Defense Artillery Regiment (Security Forces), N.D. Army National Guard Pfc. Sheldon R. Hawk Eagle — 1st Battalion, 320th Field Artillery Regiment, 101st Airborne Division (Air Assault), U.S. Army Staff Sgt. Kenneth W. Hendrickson — 957th Engineer Company (Multi-Role Bridge), 130th Engineer Brigade, Task Force All American, N.D. Army National Guard Spc. Michael Layne Hermanson — A Company, 164th Engineer Battalion, N.D. Army National Guard Spc. James J. Holmes — C Company, 141st Engineer Combat Battalion, N.D. Army National Guard Maj. Alan Ricardo Johnson — A Company, 402nd Civil Affairs Battalion, U.S. Army Reserve Cpl. Christopher Kenneth Kleinwachter — 1st Battalion, 188th Air Defense Artillery Regiment, N.D. Army National Guard Staff Sgt. -
THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital. -
2Nd INFANTRY REGIMENT
2nd INFANTRY REGIMENT 1110 pages (approximate) Boxes 1243-1244 The 2nd Infantry Regiment was a component part of the 5th Infantry Division. This Division was activated in 1939 but did not enter combat until it landed on Utah Beach, Normandy, three days after D-Day. For the remainder of the war in Europe the Division participated in numerous operations and engagements of the Normandy, Northern France, Rhineland, Ardennes-Alsace and Central Europe campaigns. The records of the 2nd Infantry Regiment consist mostly of after action reports and journals which provide detailed accounts of the operations of the Regiment from July 1944 to May 1945. The records also contain correspondence on the early history of the Regiment prior to World War II and to its training activities in the United States prior to entering combat. Of particular importance is a file on the work of the Regiment while serving on occupation duty in Iceland in 1942. CONTAINER LIST Box No. Folder Title 1243 2nd Infantry Regiment Unit Histories January 1943-June 1944 2nd Infantry Regiment Unit Histories, July-October 1944 2nd Infantry Regiment Histories, July 1944- December 1945 2nd Infantry Regiment After Action Reports, July-September 1944 2nd Infantry Regiment After Action Reports, October-December 1944 2nd Infantry Regiment After Action Reports, January-May 1945 2nd Infantry Regiment Casualty List, 1944-1945 2nd Infantry Regiment Unit Journal, 1945 2nd Infantry Regiment Narrative History, October 1944-May 1945 2nd Infantry Regiment History Correspondence, 1934-1936 2nd Infantry -
Transforming the Structure of the Military
Transforming the Structure of the Military Combat Decisions—Rank, Responsibility, or Frontline Position? Case Studies in National Security Transformation Number 4 Bing West December 2006 Sponsored by the Office of the Deputy Assistant Secretary of Defense Forces Transformation and Resources Prepared by the Center for Technology and National Security Policy The views expressed in this article are those of the authors and do not reflect the official policy or position of the National Defense University, the Department of Defense or the U.S. Government. All information and sources for this paper were drawn from unclassified materials. Bing West served as Assistant Secretary of Defense for International Security Affairs in the Reagan administration. A graduate of Georgetown and Princeton Universities, he served in Marine infantry in Vietnam. His books have won the Marine Corps Heritage Prize and the Colby Award for Military History and have appeared on the Commandant's Reading List. West appears frequently on The News Hour and Fox News. He is a member of St. Crispin's Order of the Infantry and the Council on Foreign Relations. He lives in Newport, RI. ii Introduction This case raises the questions of whether, in this day of advanced information networks, field grade military officers should be present at the scene of complex tactical battles and whether net-centric operations allow commanders to operate effectively from the front lines. Many have assumed that new information technologies lift the fog of war and therefore allow commanders to operate with clear vision from rear positions. This case examines the opposite postulate—that net-centric capabilities allow a commander to control operations and his own rear-based command staff from a forward-based position that enables him to watch the battle unfold firsthand.