Military Shooter Video Games and the Ontopolitics of Derivative Wars and Arms Culture

Date01 March 2017
Published date01 March 2017
DOIhttp://doi.org/10.1111/ajes.12184
Military Shooter Video Games
and the Ontopolitics of Derivative Wars
and Arms Culture
By PETER MANTELLO
ABSTRACT. The “military shooter” (MS) video game is the latest in a
long line of video games that immerse the player in a fantasy world.
Although the MS video game was once regarded as excessively violent,
it has now become socially acceptable, as the virtues of military life
have become incorporated in popular culture. That transition has taken
place in part because the military has begun to work closely with the
producers of MS video games, such as the “Call of Duty” series, to
imagine and prepare for future military threats, both on virtual
battlefields and on actual terrain. The increasing use of highly paid
corporate mercenaries in actual war zones has also influenced game
play by introducing players to the potential for large financial rewards
by becoming experts in virtual combat. Thus, MS video games
incorporate players not only into the technological domain of modern
warfare but also into the economic domain of fighting war for profit. In
the post 9/11 era, warfare has increasingly become a strategy of risk
management, in which the battlefield is less a physical space than a
semiotic landscape of conflicting loyalties and financial incentives. The
MS shooter game is conditioning the soldiers of the future to fight in
this shadowy world that lies between the virtual and the real. All of
these changes have political ramifications. In the long run, constant
exposure to these games is creating a subculture that is not only
immersed in an armament culture but also increasingly allied with
current patterns of geopolitical domination and subordination.
Introduction
In a television advertisement from a recruitment series for the U.S. Air
Force, a team of Special Forces soldiers wired with techno-gadgetry
*Ritsumeikan Asia Pacific University, Japan
American Journal of Economics and Sociology, Vol. 76, No. 2 (March, 2017).
DOI: 10.1111/ajes.12184
V
C2017 American Journal of Economics and Sociology, Inc.
move in tactical formation across a vaguely Central Asian desert. As the
squad leader reports into his helmet microphone, “This is Titan One
Four—no signs of life,” a drone passes overhead, its all-seeing camera
eye streaming real-time video of an imminent threat via satellite back to
a central command post in America. “Titan One Four, hold your posi-
tion,” orders a command post analyst monitoring the situation from a
multi-screen war room. He then pushes a button that switches the
drone’s camera to thermal mode, simultaneously zooming into the
landscape, revealing through an enhanced magnification the outlines
of three adversaries preparing to ambush the unsuspecting squad.
“Unmanned aircraft has identified enemy sniper,” warns the analyst.
These images and the location of the enemy’s current position are then
relayed back to thesquad leader’s small wrist monitor, who then signals
his squad to take evasive flanking action. In the final shot, the action
cuts from this fictional simulation to the actual cockpit of a Predator
drone pilot in Nevada. “We got it from here,” the console jockey
responds, foreshadowing his upcoming remote controlled engagement
with the hostiles. Over the image, a screen text appears: “It’s Not Sci-
ence Fiction, It’s WhatWe Do Everyday.”
The subtext of this particular advertisement (and others in the series)
harkens back to the techno-evangelical mantra that helped spawn the
military industrial complex—an anthem of superiority and preemptive
salvation made possible through the militarization of science. What is
different in this reincarnation is the blatant adoption of an increasingly
fashionable, mixed-reality aesthetic borrowed from the popular world
of the first-person shooter videogame—a screen-mediated gaze that
marries the virtual and the material, computer-generated worlds and
their real-world counterparts; a layering of on-screen menus, thermal
imaging devices, and global positioning instruments over actual physi-
cal environments. While a quick reading of this slick recruiting message
might imply an inevitable fallibility of human judgment until it is physi-
cally wired into the brain of the war machine, a deeper analysis points
to the thinning membrane between battle space and game space, the
actual physical battlefield and its virtual gaming counterpart, the logic
of preemption and full-spectrum dominance. Today, political leaders,
military planners, defense contractors, corporative advertising execu-
tives, and videogame designers are busy building inter-subjective
The American Journal of Economics and Sociology484
relationships around the virtual battlefield in pursuit of military solu-
tions, corporate profits, and political legitimacy.
Once dubbed the enfant terrible of the video game industry on
account of its excessively violent graphics and game play, the “military
shooter” (MS) game has now risen to mainstream respectability, garner-
ing near-patriot status, by aligning itself to the same institutional forces
that construct carefully sanitized and righteous versions of the actual
battlefield. For several decades now, increasingly porous boundaries
between military planners and the videogame industry have led to a
formidable partner culture founded on the goal of perfecting the art of
virtual war in two arenas—both the imaginary world and its real-world
counterpart (Lenoir and Lowood 2003; Stahl 2010; Caldwall and Lenoir
2016; Payne 2016).
On the one hand, Washington think tanks, the U.S. military, Penta-
gon, CIA, and DARPA have solicited the creative talents of top video
game creators in an advisory capacity for conjuring up threats that have
yet to materialize (Shaban 2013; Susca 2014; Parkin 2014). A good
example is David Anthony, the game creator of both Call of Duty:Black
Ops 11 and Advanced Warfare, who stated in an interview for the
Guardian newspaper: “My job is to advise outside-the-box thinking on
the nature of future threats, and propose proactive solutions to mitigate
against them” (Parkin 2014). Moreover, war planners and weapon
makers are actively harnessing the immersive quality and tactical accu-
racy of “military shooter” (MS) video games to train soldiers in the com-
plex and shifting realities of asymmetric warfare and in the operation of
advanced remote weaponry in games (Full Spectrum Warrior, Pandem-
ic 2002), treat post-traumatic stress disorder (Close Combat Virtual
Afghanistan, Creative Industries 2010), as well as oversee the produc-
tion of their own MS games for recruitment purposes in the age of
unpopular wars (America’s Army, U.S. Army 2001–2016).
On the other hand, video game industry giants depend on the martial
expertise and battlefield experiences of actual veterans as consultants
to give their synthetic world authenticity and realism. This cross-
fertilization of human resources, ideas, and strategies from these once
distinct worlds signals the growing ability of the virtual battlefield to re-
shape civilian and military understandings of future war. As Leonard
(2004: 3) argues, “there is a marked failure to recognize videogames as
Military Shooter Video Games 485

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