Monday, November 12, 2018
Faithful Till The End: Canadian Military Chaplains in the Last Days of the Great War
Tuesday, November 12, 2013
Video Games And War Crimes
Longtime readers of this on-again, off-again blog will know that video games and ethics are an interest of mine. By way of disclosure, I confess that I own a PlayStation, am a terrible FPS (first person shooter) player as I oak reflexes and spatial reasoning, but occasionally like games where I can shoot zombies and hostile space aliens.
Yesterday the International Committee of the Red Cross (ICRC) has called on the video game industry not to create content that allows players to choose actions which would, in real life, violate internationally agrees laws of armed conflict. As Michael Peck notes for Foreign Policy, "The ICRC is suggesting that as in real life, these games should include virtual consequences for people's actions and decisions. Gamers should be rewarded for respecting the law of armed conflict and there should be virtual penalties for serious violations of the law of armed conflict, in other words war crimes." The proposal would deny the players the ability to use torture or abuse non-combatants, as some games permit.
It's an interesting proposal, and heartening to see at least one game studio cooperating with the ICRC, but as Peck notes, it's unlikely that other game companies will fall in line. The Red Cross' focus on military-themed games such as the Call of Duty series may lead one to wonder whether crime-themed games such as the urban-mayhem Grand Theft Auto, are just as morally suspect?
Peck concludes his article on a sceptical note, arguing that it is not the province of video games to teach ethics. One can imagine a game that is specifically designed to teach ethics, such as simulation that challenges players to make hard choices while, say, running an NGO in a disaster zone, but that is not the sort of game Peck describes. Popular video games, he notes, are about winning, not ethics. "When Grand Theft Auto V penalizes players who behave violently with a crackdown by the cops, does it lead to more ethical behaviour, or just inspire players to find more clever ways of killing and robbing?"
I wish the ICRC luck with their project, and for those readers who have children who play these games, I think that would be a great dinner table conversation topic. For educators, the ICRC website's resources on this issue are terrific. I would also suggest that parents learn the rating system for games, and be vigilant about what gets played in the family home. For my part, I'll keep the mayhem focused on hostile aliens who want to take over the earth.
Friday, September 28, 2012
How To Spoil A First Person Shooter
A friend of a friend on Twitter put me on to the website XKCD, A Webcomic of Romance, Sarcasm, Math, and Language. Well, those are three of my favourite things. The math bits are over my head, but the site as a whole is often mordantly funny, a must for tech savvy hipsters.
I found this cartoon extremely funny. It says everything about the first person shooter genre of video games better than anything I've written on the subject, and with only .01% of the words.
Wednesday, November 16, 2011
Military Video Games: "The Promise Of Plausible Heroism"
A scene from Battlefield 3.
November 15, 2011
Recruiting the Inner Military Hero in Men
By SETH SCHIESEL
If there were a draft in this country, video games about war probably wouldn’t be so popular. The fantasy would be less appealing if the reality of killing and dying in combat with other human beings were more imminent for more people.
A military draft is now unthinkable in America. And so bullet-spewing first-person shooter games like Battlefield 3 and Call of Duty: Modern Warfare 3 seem likely to continue to reign among men as the most consistently popular genre in video games. According to game companies and analysts, the expansion of gaming onto social networks (FarmVille, Sims Social) and cellphones (Angry Birds) is largely being propelled by women. But the core console and PC gaming world — where players spend $60 on a product that has cost tens of millions to create — is still mostly driven by the tastes of young and reluctantly middle-aged men.
Despite the public’s political exhaustion after a decade of real war, imaginary war remains as popular as ever. Both Battlefield 3, published by Electronic Arts, and the new Call of Duty, from Activision, will be among the year’s biggest-selling games. In terms of design polish, production values, visual presentation, multiplayer appeal and even such storytelling as there is, they deserve all of their success.
But what makes these games so much fun for so many people in the first place? Of all video games, first-person shooters usually elicit the most confusion, consternation and derision in people who don’t play them.
Trust the marketers to show us the way. The people who make these games know exactly which of their audience’s psychological buttons they are trying to push. The tagline in the commercial Activision has been running during football games and other television programs to promote Call of Duty: Modern Warfare 3 is “There’s a soldier in all of us.” The official trailer has been pulling in about a million hits a day.
Read the whole piece here.
Thursday, April 14, 2011
The Gamification of Jihad
The counterterrorism community has spent years trying to determine why so many people are engaged in online jihadi communities in such a meaningful way. After all, the life of an online administrator for a hard-line Islamist forum is not as exciting as one might expect. You don't get paid, and you spend most of your time posting links and videos, commenting on other people's links and videos, and then commenting on other people's comments. So why do people like Abumubarak spend weeks and months and years of their time doing it? Explanations from scholars have ranged from the inherently compulsive and violent quality of Islam to the psychology of terrorists.
But no one seems to have noticed that the fervor of online jihadists is actually quite similar to the fervor of any other online group. The online world of Islamic extremists, like all the other worlds of the Internet, operates on a subtly psychological level that does a brilliant job at keeping people like Abumubarak clicking and posting away -- and amassing all the rankings, scores, badges, and levels to prove it. Like virtually every other popular online social space, the social space of online jihadists has become "gamified," a term used to describe game-like attributes applied to non-game activities. It turns out that what drives online jihadists is pretty much exactly what drives Internet trolls, airline ticket consumers, and World of Warcraft players: competition.
Gamification started out as a corporate buzzword, meaning any attempt to ensure brand loyalty and engagement through applying gaming principles. It doesn't mean turning something into a game, but rather allowing users to gain status-based awards and reputation, earn meaningful badges, compete with others, use avatars, and trade in a virtual currency. If you've used frequent-flier miles, earned stars with your coffee purchase at Starbucks, or checked in on Foursquare, you've had a gamified experience.
Read the whole story here.
Thursday, October 28, 2010
Another Take on Video Shooter Games
Character from US Army recruiting video game, America's Army
My last post reminded me that I've beaked off on the subject of video games and ethics myself. Here's a link to an article of mine that appeared in the online journal of chaplaincy, Curtana: Sword of Mercy (Spring/Summer 2010). The link takes you to one big .PDF file but scroll down to find my article. Curtana is edited by former chaplain Robert Stroud and is an interesting venture - long may it prosper.
Should Shooter Games Be Ethical?
Time to revisit a subject discussed here on MP before. Freelance journalist Matthew Shaer has published an interesting piece on Foreign Policy on the latest crop of Iraq/Afghanistan-themed first person shooter games. Three of his points worth noting:
1) Now that contemporary wars are lasting long enough to spawn their own video games, game designers are deciding whether or not to cross an ethical line when they allow players to take control of the enemy and kill depicted US/NATO soldiers.
2) Point one assumes that one can speak of the ethics of these games, though that is a point contested by some. Here's Shaer: "There is no moral nuance at play in any of the first-person military shooters on the market today, no greater cultural lesson to be learned -- there is only the opportunity to use a cool-looking machine gun to take the head off a bad-looking dude, in a beautiful-looking environment."
3) By taking this "no moral nuance" line, game designers are missing an opportunity to take players deeper and maybe teach them something. Here's Shaer talking with communications professor Ian Bogost: "Games are great at depicting systems instead of telling stories. ... And then there's role-playing: What is it like to be someone else?" he said. "That's the missed opportunity in Medal of Honor -- what does it really mean to be the Taliban? Where are they coming from? What does that feel like? Now that doesn't mean you have to endorse the opinion, but [in a video game] you can explore something from someone else's side."
Bogost paused. Medal of Honor, he added, "was never on that track, but if it had, it would have been interesting and powerful."
Mad Padre
Opinions expressed within are in no way the responsibility of anyone's employers or facilitating agencies and should by rights be taken as nothing more than one person's notional musings, attempted witticisms, and prayerful posturings.
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