Download e-book for iPad: War Play: Video Games and the Future of Armed Conflict by Corey Mead

By Corey Mead

A behind-the-scenes examine how the army makes use of online game expertise to coach infantrymen, deal with veterans, and attract new recruits

How does the U.S. army educate its squaddies for brand new different types of armed clash, all in the constraints of lowered protection budgets? more and more, the answer's state-of-the-art online game know-how. Corey Mead exhibits us education periods the place infantrymen adopt multiplayer “missions” that attempt wrestle talents, improve unit team spirit, and educate cultural understanding. He immerses himself in 3-D conflict simulations so convincing that they depart his center racing. And he exhibits how the army, which has formed American schooling greater than the other strength over the past century, fuels the adoption of video games as studying tools—and recruitment come-ons. Mead additionally info how the army makes use of video games to organize infantrymen for his or her go back to the house entrance and to regard PTSD.

Military-funded researchers have been heavily concerned with the computing advances that ended in the discovery of the web. Now, as Mead proves, we're poised on the breaking point of an identical explosion in online game expertise. War Play finds that a lot of tomorrow’s instructing instruments, treatments, and entertainments are available in today’s army.

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The purpose of this chapter is twofold: First, to extend Miller’s critique of labor in the digital economy to emphasize the role of material objects; and second, to inject into the discussion about “women in games” the role of labor in the production and promotion of video game platforms. 42 NINA B. HUNTEMANN Applying a global feminist political economic lens, this chapter cracks open the console in order to expose the gendered nature of video game hardware, and traces the transnational networks of production and promotion that rely heavily on low-wage and low-skilled female labor.

In contrast, publishers tend to be larger companies affiliated with multiple developers, most typically through first- or second-party relationships. Because of this, it is not unheard of for hardware developers to vertically integrate, purchasing publishers and studios of their own. Both Microsoft and Sony are examples of this. It is the publisher’s role to get software to retailers and onto particular gaming platforms, such as consoles, PCs, mobile phones, and so on. This also means that publishers, rather than developers, are typically in charge of negotiating contracts with hardware manufacturers, unless, of course, they are themselves also hardware manufacturers.

The seventh-generation console represented commodities built for fetishization. If the reviews at the time of release are any indication, console manufacturers succeeded. The Sony PlayStation 3 was described as “sleek and gleaming black” and as something that “blends with the most sophisticated of living room [entertainment] systems” (Lewis 2006). Similar praise flowed to the Nintendo Wii, which was described as simple and elegant, gathering considerable praise for reconceptualizing the game controller rather than the console (Elkin 2006).

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