Training the next generation to kill

The ever-increasing closeness between the video game industry and the US military is disturbing. Foreign Policy provides the necessary context:

The stakes are high. Modern Warfare 2 came out on Nov. 10, 2009. By the end of the next day, it had racked up $310 million in sales. To put this in perspective, Avatar, James Cameron’s latest Hollywood blockbuster (notably following an ex-Marine remotely fighting through a video-game-like battle environment), earned a measly $27 million on its first day. Another comparison might be even more apt. Roughly 70,000 young Americans chose to join the U.S. Army last year. By contrast, 4.7 million chose to spend Veterans Day playing war at home.

And this is no mere American trend. More than 350 million people play video games worldwide, with the war-oriented sector perhaps the most important part of the global market. Modern Warfare 2 may have players join a U.S. special operations team, but one out of every 49 British citizens did so in its first 24 hours. Niche games have also amassed huge followings; in the polarized Middle East, Hezbollah-produced Special Force plays out an attack on Israeli soldiers, while Ummah Defense provides the vicarious thrill of taking on the U.S. military, Israeli settlers, and killer robots.

Text and images ©2024 Antony Loewenstein. All rights reserved.

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