More than a Game: the Defense Department and the First Person Shooter

Earlier this month Take Five launched a series on serious games and the way that various organizations use games as a tool to communicate. This week, we take closer look at how the military has been using games to pursue its recruiting and public relations goals.

In some ways, the Department of Defense has an easy job relating to the American media. Americans seem to like action and violence. Soldiers and government spies consistently break records at the movies and games box office – the military shooter franchise Call of Duty, for example, is worth over $3 billion dollars and is one of the most profitable franchises in gaming history.

It should be no surprise, therefore, that DoD has some influence this scene, giving advice and support to many movies and games companies regarding how things are done in the military. The army even has a consultation bureau which will offer government support as long as the production in question adheres to some strict guidelines about the depiction of the military. Government consultation with a franchise lends it an air of legitimacy,  although viewers of last February’s film “Act of Valor”, in which the actors were active-duty Navy SEALs, can affirm that it is no guarantor of quality. While there are plenty of movies critical of the U.S. government and the intelligence or military branches, the Defense Department is at least able to operate and influence the military-oriented media scene, generating popular content that projects the U.S. military in a positive light.

[youtube http://www.youtube.com/watch?v=ZnlPgo9TaGo]

Games, as well as movies, are starting to occupy the military’s attention in some interesting ways. As with other forms of media, DoD’s goal in gaming is to increase public understanding of the Armed Forces and the Department of Defense and to assist Armed Forces recruiting and retention programs. One of its more successful forays into the games world is the “America’s Army” franchise, a first-person shooter (FPS) series developed and published by the U.S. armed forces. The game places a heavy emphasis on realism; the models of weapons and their sound effects are accurate to real world weapons; the player’s aim is affected by whether he is running or standing. Considerable emphasis, too, is placed on encouraging teamwork among the player soldiers.

The Army strove for a realistic feel in “America’s Army” to drive recruitment and set reasonable expectations for the challenges of Army life.

There’s more at stake for the army than simply to boost gamer’s achievement scores. In 2011 U.S. Army were expected to recruit at least 64,000 new service members – an expensive proposition, considering the Army spends about $15,000 to recruit every soldier. So it doesn’t make many new enthusiastic signups to make “America’s Army” worthwhile, especially as the designers hope to discourage costly washouts by accurately demonstrating the rigors of military life. And while it seems that the age of the average gamer is around 35, the college-age player that is the prime demographic for recruitment is the most expensive to recruit – getting him or her to sign up on the basis a games purchase is a recruiter’s home run. Thus far, in terms of user engagement, the series has been a great success, ranked in the top 10 first-person shooter games played online between 2002 and 2008, with thousands of players online at any time according to Gamespy. Not bad for for $32 million investment over a decade.

Part of the reason for this success is that the mechanics of the series fall so neatly into existing frameworks for play. First-person shooter games have been around since the early 1990s and, in addition to having been huge earners for games consoles, spawned an entire generation of designers who know how to construct exactly how to create them. “America’s Army”, fitting neatly into this genre, is able to draw upon decades of game design; All that is required is to translate the Army’s field manual into a design document for gameplay. On the consumer end of the process, little effort is required to incorporate the game into the existing scene. The fact that American culture already regularly consumes entertainment media revolving around the military ensures that what the Defense Department has to say, people will pay to experience.

Published in 1993, Wolfenstein 3D is considered to be one of the forefathers of the FPS genre.

Games seem to fit well with the DoD’s ethos on a mechanical level. Games often revolve competition, cooperation, and the achievement of goals – not to mention the violence that so often fascinates a human audience. These concepts are the Defense Department’s very bread and butter, and what makes video games such an effective medium and tool for the military branch of the U.S. government. Games like “America’s Army” are important for internal consumption as well as external – since the army owns every asset that goes into the game, it can re-use the materials for other projects, such as training software.

When next week we look at State Department’s cautious foray’s into games, we’ll be asking a number of the same questions. What are State’s goals with games? What challenges does the organization face in using the medium as a tool? Stay tuned.

Serious Games: Playing to Communicate and Change

Those interested in using innovative methods to spread a message might take an interest in the Half the Sky Movement, an organization dedicated to promoting gender equality in developing nations.  This November, Half the Sky will release a game on Facebook. What makes this game interesting – and potentially, will allow it to stand out on a platform usually dedicated to lighter fare – is the way that it links in-game behavior to real-world events. From the organization’s website:

“…Helping in-game does not only reward the players online. Players’ actions and virtual items are tied to micro-donations and matching donations from sponsors that extend to the real world: building schools, donating livestock to farmers or supporting new micro-saving programs. Beyond monetary contributions, players will be invited to share their good deeds with friends and “recruit” them, volunteer their time, organize groups, as well as engage in movies and narratives presented in Half the Sky: Turning Oppression into Opportunity for Women Worldwide.”

Foldit has allowed scientists to crowdsource solutions to troubling medical problems.
(Source: phys.org)

Half the Sky’s venture is the latest in a burgeoning trend in the games world – the use of “serious games,” or games designed for a primary purpose other than entertainment, to impact real world events. Watchers of the tech world may remember last year when a players of the game Foldit managed in three weeks to create a protein-cutting enzyme from an AIDS-like virus, a challenge that had stumped scientists in the field for more than a decade. The project, funded by DARPA, now seeks to develop a protein to help fight sepsis. In this way, scientists are hoping to employ every-day human intuitive and puzzle-solving abilities to resolve problems that typically require advanced degrees and the use of supercomputers.

One wonders whether the U.S. Government, which has been working to incorporate other modern innovations such as social media, would benefit from games as a communication tool.  Tech@State, the State Department’s body dedicated to applying technology to U.S. diplomacy, has shown a level of interest. Last May the organization hosted a conference on serious games featuring a variety of NGOs who use the medium. Doubtless someone at State is contemplating that if games can be employed to combat disease and promote gender equality, they might be used to present the U.S. favorably abroad. If not, someone should be.

I believe that games can be of use to for public diplomacy, but only if State realizes that it will be held to the same standard as the rest of the industry. For games to impact a player, they must be engaging – people will turn off a boring game as quickly as they switch from a boring broadcast. To date, the State Department hasn’t generated much by the way of interesting content – it has contracted out companies to produce a few basic apps on topics like U.S. trivia, or oceans. I’ve played several of these. Suffice it to say that they are not explosions of creativity and entertainment.

Those interested might find find Jane McGonigal’s lectures at TED conferences to be worth watching. McGonigal is focused on motivating people to contribute to causes, and not necessarily PR, but she’s a source worth hearing on how games can move people to think and act differently. Start from 16:31 for examples of “serious gameplay” – fascinating stuff.

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