Playing with Our Heads
Why Video Games are Making our Kids Smarter-and more obedient
Utne Reader January / February 2007
Chris Suellentrop Wilson Quarterly
On a Monday evening in fall 2005 in the Crystal Gateway Marriott
a few blocks from the Pentagon, a group of academics, journalists,
and software developers gathered to play with the U.S. military's
newest toys. In one corner of the hotel's ballroom, two men climbed
into something resembling a jeep. One clutched a pistol and
positioned himself behind the steering wheel, while the other
manned the vehicle's turret. In front of them, a huge,
three-paneled television displayed moving images of an urban combat
zone. Nearby, another man shot invisible infrared beams from his
rifle at a video-screen target. In the middle of the room a player
knelt, lifted a large, bazooka-like device to his shoulder, and
began launching imaginary antitank missiles.
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The reception was hosted by the Army Game Project, best known
for creating America's Army, the official video game of the U.S.
Army, and was intended to demonstrate how the military's use of
video games has changed in just a few years. America's Army was
released in 2002 as a recruiting tool. But the game has evolved
beyond mere propaganda for the PlayStation crowd into a training
platform for the modern soldier.
If you have absorbed the familiar critique of video games as a
mindless, dehumanizing pastime for a nihilistic Columbine
generation, the affinity between gaming and soldiering may seem
nightmarishly logical. And some members of today's military do view
video games as a means of honing fighting skills. The director of
the technology division at Quantico Marine Base told the
Washington Post in February of 2005 that today's young
recruits, the majority of whom are experienced video-game players,
'probably feel less inhibited, down in their primal level, pointing
their weapons at somebody.'
To view video games merely as mock battlegrounds, however, is to
ignore the many pacific uses to which they are being put. The U.S.
military itself is developing games that 'train soldiers, in
effect, how not to shoot,' according to the New York Times
Magazine (Aug. 22, 2004). Rather than use video games to turn
out mindless killers, the armed forces are fashioning games that
impart specific skills, such as parachuting and critical thinking.
Even games that teach weapons handling, like those displayed at the
Marriott, don't reward indiscriminate slaughter-the
shoot-first-ask-questions-later bluster that hard-core gamers
deride as 'button mashing.' Players of America's Army participate
in small units with other players connected via the Internet to
foster teamwork and leadership.
Nor is the U.S. military alone in recognizing the training
potential of video games. The Army's display was only one exhibit
at the Serious Games Summit, 'serious' being the industry's label
for games that are designed to do more than entertain. Games have
been devised to train emergency first-responders, to recreate
ancient civilizations, to promote world peace. The Swedish National
Defence College has developed a game to teach United Nations
peacekeepers how to interact with and pacify civilian populations
without killing them. Food Force, an America's Army imitator,
educates players about how the U.N. World Food Program fights
global hunger. A group of Carnegie Mellon University students,
among them a former Israeli intelligence officer, is developing
PeaceMaker, a game in which players take the role of either the
Israeli prime minister or the Palestinian president and work within
political constraints toward a two-state solution to the
Israeli-Palestinian conflict.
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