Are video games making society more militaristic? One academic thinks so.
Did video games help Anders Breivik train for his terrorist attack in Norway? Victoria University lecturer John Martino says such questions are missing the point.
“What has not been addressed in the debate generated by violent military games is the role these games play in the process of ‘militarisation,'” Martino states in a CNET.au article published today.
In sum, he’s suggesting that the popularity and increasing realism of military-based games, particularly the best-selling Call of Duty franchise, is contributing to the “militarization of society.” But his article is riddled with errors and mistaken assumptions that leave his argument in the dust.
First, who is John Martino? His two most recent credits involve — you guessed it — looks at gaming and the militarization of culture, including “No Place for Noobs: Computer games and the Militarization of Youth Culture,” presented at the 6th Global Conference: Visions of Humanity in Cyberculture, Cyberspace, and Science Fiction in Oxford in July 2011, and “Gaming and the Militarization of Youth Culture: Some Initial remarks,” presented at the IADIS International Conference ICT, Society and Human Beings in Rome, also in July 2011.
Martino starts off with Wolfenstein and Doom, which are good places to start, if you’re going to talk about military shooters. He talks about how the military modified the game to help train soldiers. Anyone who thinks you can learn how to navigate a real-life war scene by playing through Doom‘s blocky mazes and fighting its pixelated enemies is arguably suffering from loss of contact with reality.
Anyhow, from there he gets into the fact that Call of Duty developers have worked with military consultants to make sure gameplay elements are realistic. This is the same as bringing in consultants for a film, such as Saving Private Ryan or The Thin Red Line. Nobody would call the latter an effort to turn these films into “recruitment tools” — they would, in fact, be described as working toward historical accuracy.
Such partnerships share the goal of working to enhance the training effectiveness of simulation technology.
Military shooters add to the already potent cultural tools that political systems have at their disposal for propaganda purposes.
Then, he stacks up his evidence that society is becoming more militarized:
1. “The commemoration of war (think Anzac Day) has become integral to our view of Australian history, and the place of Australia in the world.”
2. “Recent data published by the Stockholm International Peace Institute indicates that Australia is one of the largest military-spending nations in the world.”
These are his examples? Has he forgotten that much of the Western world has been engaged in some way with the struggles in Iraq and Afghanistan over the past decade? Has he forgotten that Australia is within striking distance of the unpredictable North Korea, and might have good reason to want to defend itself?
Martino leaves out obvious counter-examples, such as child soldiers in Africa or other countries where high-end video games aren’t readily available.
I find it much more plausible that the military is responsible for “militarizing” societies, and that kids who grow up in societies undergoing such change might seek military-style games as an outlet, and as a chance to safely explore their natural curiosity about what wartime is like.
Do you think he’s on to something? Are Call of Duty and other games making society more militarized? And, if so, is that a bad thing?