
>America's Army
>From Virtual to Reality
>Keeping it Real
>Psych Gaming
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| More than
a Game |
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By John V. Wood
Summer
2005 Online
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On the television screen you see a
militaristic scenario being played out by seven young people. Each
player is connected to the others via an online connection, a
headset, and a microphone. One player, after getting obliterated
behind a protective barrier, says, “Who in the world are we playing
against?” One by one, the other players are eliminated. Another
player exclaims, “Man, these guys are good!”
It turns out the players are competing against seven real Navy SEALs.
This is a commercial for the PlayStation2 video game SOCOM 2: U.S.
Navy SEALs, one of many popular military video games being played
across the country. Games such as SOCOM 2: U.S. Navy SEALs send a
positive message about the military while entertaining the new
gaming generations.
America's Army
Recruiters have identified today’s
young adults as technologically savvy, and the military is trying to
take advantage of the computer age to reach that younger crowd.
“I had a discussion with my [Naval Junior ROTC] cadets about the
development of video games. The majority of the kids play them.
There are about five or six they all play together, including
online,” says Master Chief Dennis Amon, USN-Ret., naval science
instructor at Clayton High School in Clayton, N.C. “They play the
militaristic games because it gives them a feel for what it’s like
under combat situations, and if they die they create a new character
and go on. My cadets range in age from 14 to 18. The whole spectrum
of [cadets] is involved in using these PlayStation, Xbox, and
computer military games.”
In 1999, the Army teamed up with the University of Southern
California to launch the Institute for Creative Technologies, a
collaboration of entertainment executives and game makers committed
to dreaming up new systems for training soldiers. America's Army,
the U.S. Army’s official online video game, was developed at another
institute— Modeling, Virtual Environments & Simulation at the Naval
Postgraduate School in Monterey, Calif. The game’s claim to fame is
that it is “the only video game designed by the world’s premier land
force—the U.S. Army.”
According to its creators, America’s Army is designed to provide young
adults with virtual insights into entry-level soldier training and
operations to show users what the Army is like.
“Our goal is to create an experience that is truthful in its
depiction of life [as] a U.S. soldier,” says Maj. Christopher
Chambers, USA-Ret., deputy project director for America’s Army.
“Training, values, teamwork, challenge, and excitement are some of
the key features of the vicarious experience we offer in America’s
Army.”
From Virtual to Reality
It makes sense for the armed
services to enter this virtual arena, from both a technological and
a recruiting stance, because most game enthusiasts are males in
their teens and 20s.
“Independent survey results find America’s Army to be the Army’s
most effective marketing effort for reaching young people.
Twenty-nine percent of young Americans ages 16 to 24 reported that
America’s Army is one of their leading sources of positive awareness
about the Army,” says Chambers. “If it were not for the game, many
of these young people [would] miss any messaging from the Army, and
instead gather their information from other non-Army resources, such
as movies, television, or other commercial military games.”
Other factors also reinforce the Army’s message. For example, “an
unplanned byproduct of America’s Army is that many soldiers also
participate in the game and the forums,” says Chambers. “These
unstructured encounters with the Army are valuable means of
connecting with young people.”
Keeping it Real
Chambers thinks the move into
virtual reality and video games eventually will help the efforts of
recruiters, as well as the military in general, and Amon agrees.
“Recruiters are using these games as attention-grabbers, in an
attempt to draw the younger recruits. The military is getting [its]
name associated with these games, and the exposure is automatic,”
says Amon. “It’s proven—the more you put your name in front of
somebody, when the time comes … to make a decision, they’ll be more
apt to go with something familiar.”
Recruiters also hope the excitement of militaristic video
games—charging an enemy’s position, maneuvering through hostile
territories, etcetera—and the skills exercised in these situations
will turn the gamers of today into the soldiers of tomorrow.
“We don’t expect that anyone will sign up for the Army just because
they played the America’s Army game. Our goal is to make meaningful
connections with young people through a pop-culture venue,” says
Chambers. “The recruiter is not involved until the player decides to
seek further information. The player is in total control of the
amount and type of message that he consumes.” Should gamers be
interested in learning more about the Army, they are encouraged to
initiate contact with recruiters or visit the
GoArmy.com Web site for more
information.
“Players who embody the Army’s core moral concepts and work with
others as a team perform the best in our game,” says Chambers. “In
the end, they take away the most important messages we can send them
about the Army, whether or not they care to join.”
With games such as HALO 2, SOCOM 2, and Full Spectrum Warrior
readily available to today’s younger players, the military’s
entrance into this realm was only a matter of time. Older
generations had Risk, Axis & Allies, and Stratego—all forms of
military gaming. What those board games lacked was a sense of “being
there.” Today’s virtual reality has everything a real combat
situation would have, with a few fortunate exceptions. Keith Halper,
president and CEO of Kuma Reality Games, thinks this medium should
be used wisely.
“We are taking possibly the most powerful medium that has ever
existed and now applying it to something very real. So you get to
vicariously experience what people are doing in the field, but I
think that’s a positive thing,” says Halper. “I think we owe it to
the guys that we’re putting in the field and putting in danger to
know what it is they are going through.”
Halper says the men and women fighting overseas have trained
extensively to get where they are today, and they possess amazing
skills he feels are not being appreciated. For Kuma Reality Games,
the main objectives are to draw attention to the efforts of the
servicemembers abroad and to show gamers the reality of war.
“Our games are not like other video games. Our games are putting you
into the same situations that [servicemembers are] in, and they’re
very dangerous,” Halper says. “You’ll come to appreciate, first off,
how dangerous it really is and, secondly, just how difficult it is.”
Kuma Reality Games’ 2004 release, Kuma/War, is a first and
third-person tactical squad-driven game, based on the actual stories
of soldiers abroad. One of the stories chosen for Kuma/War is the
heroic tale of Sgt. Maj. James Ross, Task Force 4th Battalion, 5th
Air Defense Artillery, 2nd Brigade Combat Team, 1st Calvary
Division. The virtual mission recreates events that actually
happened in April 2004 in Baghdad, Iraq. The mission, entitled
"Baghdad Convoy," is a true account from Ross as his patrol
encountered three harrowing ambushes and succeeded in rescuing a
Fallujah supply convoy under attack by insurgents. In June 2004, the
members of Ross’s patrol all received Army Commendation Medals for
Valor and the patrol leader received a Bronze Star for Valor.
Halper says, “Our goal is to really show what soldiers are forced to
do every day. I think that we do a really good job of that.”
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Psych Gaming |
Commercial militaristic video games are worth more than just their
entertainment value. Master Chief Dennis Amon, USN-Ret., naval
science instructor at Clayton High School in Clayton, N.C., thinks
recruiters could use video games to their advantage in the interview
process.
“By utilizing the strategy games some of these kids play, recruiters
can get a feel for their psyche and even their aptitude for dealing
with certain combat-type situations,” says Amon. “Recruiters could
say, ‘Hey, you’ve got great potential because you were able to lead
your team through this virtual scenario.’ ”
Maj. Christopher Chambers, USA-Ret., deputy project director for
America’s Army, the U.S. Army’s official online video game, thinks
this tool is one of the most effective at the military’s disposal.
“Recruiters report that [America’s Army] is a valuable
communications tool in connecting with young Americans. Leaders in
recruiting have noted that the game connects with generations X and
Y like no other tool,” says Chambers. |
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