Thursday, December 13, 2012

Drone Warfare and Modern Warfare

by:

Manuel Guillen


Military institutions require openness to new ideas and explore new technologies in order to stay ahead of “enemies.” Many innovations originate from this as well as new uses to other inventions also can stem from this practice. The internet is one of the most prime examples of the military’s innovative ideals. It is with this tradition that the military adopted video games early on and found uses for them. From the very foundations of video games in the 1980’s to current recruitment centers using new, high definition graphics, the military incorporates video games into various aspects of their institution. The drones is the culmination of the merging between the virtual gaming and warfare, that is the player/controller and the in game character/real life drone.
In this discussion, the term “real” is the physical space in which the gamer, operator and drone inhabit. The “virtual” is, for video games, the world within the screen and for the drone operator, it is what the drone “sees” and the intermediate steps where what the drone “sees” is translated into coding that is then translated back into a visual representation for the operator. The purpose of this isn’t to seek an answer – as even with plenty of research there is no clear cut “truth” – but rather to present the issue and try to direct you to questions that must be considered. 
There are of course major differences between video games and real life warfare, such as the consequences of taking lives, but the overlap between the two is so much that certain skills in one can transfer between the virtual and the real. In order to do this, first the way the drone and the video game functions with the controller/player must be explored. Then, the parallels are clearly detectable. Lastly, inferences can be drawn once the parallels are understood.
            A drone is a device that is remotely controlled. In this case, the drones in question are remote controlled aircrafts that are employed by the army to eliminate threats without having to send in soldiers. The pilots of these vehicles operate them from a distance where they only see what they do through a camera. The missions they are assigned is what dictates different details such as the number of targets and how long they follow a particular target. This means that even though there is a huge physical distance, there are still cases of Post-Traumatic Stress Disorder that still occur. The pilots maintain communication with superiors and other soldiers feeding the operator of the drone orders on nearly every step of the process leading up to and continuing after the attack. The set up for the operator’s system consists of multiple monitors and controls similar to the one on planes called a side-stick. 
 Above -gamer                                                                                                  Below - drone pilot




This aerial view from the drone is similar to the aerial view used in older games that were based on tactics and strategy.
            The drones have cameras on them to allow the operator to see from the point of view of the plane. This aerial point of view is replicated in video games. Video games that portray war utilize real locations and functions in order to do the same. The Call of Duty franchise has two subsets that take place in modern times. These series are “Call of Duty: Modern Warfare” and the game “Call of Duty: Black Ops 2.” These games have in-game drones that the player controls and flies over the map allowing an aerial assault onto the target.
These examples lead to the historical interweaving of borrowing between video games and warfare. Earlier arcade games have third person point of view. For example, “Raiden Fighters” is an arcade game in which the player controls a plane and shoots rounds at obstacles that are on the ground or in the sky. In the game, the player sees the plane they control. First person point of view existed early in gaming with such games as the first person shooter “Wolfenstein 3D” in 1992. Between games like “Raiden Fighters” and “Wolfenstein 3D,” video games approached the visual aesthetic of operating a Drone. Drone operations are similar to that of the controls of video games – particularly the airplane simulators. Then with drones coming into the public eye, the aesthetic of the games came to imitate the real life drones. This sharing of details is something the military does in order to advance and try to stay ahead, while video games do such in order to maintain a large enough demand for their products.  
            Drones are the current zenith of this blend. The aesthetic is similar to nearly the every minute detail. The current repertoire of games that follow suit of military video games imitate the black and white, grainy appearance that real drones had or for the newer ones, color with grainy look.
            It is through this appearance that certain skills are transferrable. There are games where communication and teamwork is key and the ability to lead and respond accordingly to new situations are important, but when it comes to flying a drone, the changes come in the form of a new set of controls to master and a strict set of guidelines and chains of command that must be followed. Regardless, the similarities are so strong that army recruitment centers use video games in order to test potential recruits. This particular recruitment tactic is controversial as there are large groups that believe it is another form of brainwashing the subconscious mind of the youth. Despite this, the primary concept that must be considered is whether a person
            There are already plenty of references where if a person thinks that their actions is limited to the virtual realm of a video game and has no consequences in the real world, then they will play through and do so without guilt and play through until it’s game over from failure or success. However, this can be simplified by the psychological test of how much authority a person has over another. In the original experiment, the subject was told by an authority to shock a stranger. This was to continue until the subject could no longer follow through with the order. The reason this concept has a higher value in this topic is that the concept of not knowing would mean that any person would play and think there are no consequences, but what if that player decides that it would be fun to fire a few rounds of friendly fire? With the authority experiment, this gets applied to both the gamer and the soldier. The soldier is trained to follow orders and that doesn’t always lead to pleasurable results. The gamer tends to have the option to ignore the commands, but by doing so progression of the game ends, defeating the purpose of the game. It is for this reason that exploring the authority over a person is more important as even the drone pilot must follow orders, even if they are aware that drone attacks tend to cause more civilian casualties.
            Moving forward from the psychology of the gamer and drone pilot, consider the concept of entertainment against the concept of war. What is it that has so many gamers gravitating to Call of Duty, sometimes even becoming possible addicts to video games? There is a fetishism of war that comes along with the game, an obsession to the act of killing virtual-people that are either controlled by the coding of the game or by another player via internet. Is it some sort of left over inherent drive to want to survive that gets summoned in these games? Perhaps it comes in the form of conquering over someone else’s online avatar? If this is the case, then maybe there is no brainwashing taking place by the video game designers and the desires and entertainment that comes with getting that winning kill is already within each individual waiting for that moment in which we take the lead and earn bragging rights among strangers playing the game online as well.
At an even deeper level, the campaign mode (story section) of Call of Duty games involves playing as a “good guy” which is always American or on the side of the Americans. This National Pride extends through all sorts of media, but in video games, the player is allowed to be the person who takes Berlin in World War 2 Germany or the player gets to stop a group of fictitious Russian terrorists who successfully attack Washington DC. So how does this translate unto the gamer seeking to join the military? Does the National Pride follow them into and through the recruitment process?
Part of playing with others in video games is trash talking. How does this go into the recruitment process or being in an actual war? Would a soldier hijack enemy radio in order to trash talk them? One of the most offensive acts that an online player does to another online gamer is to have their avatar crouch and stand multiple times above a dead body in order to make it appear that the player is being T bagged. Does this offense act also get carried over to real war?
Ultimately, warfare is becoming more and more remote. It is no longer the one on one honorable fight that existed between samurai or in a duel. There is less of a physical tie to it. Where will this take us? Will warfare become so impersonal that civilian casualties will be ignored entirely? Will our soldiers end up being replaced by the stereotypical online gamer? 


In the end, the larger concerns people tend to have is with the children playing these games. To the concerns of such parents, these are simple counter arguments to three of those concerns.
Concern 1: My child shouldn’t play violent video games or they will be violent.
Suggestion: Why not take part in your child’s life by being aware what games they play as children and purchase games according to the recommended, age appropriate rating system that is in place. It exists specifically for this concern. Additionally, make sure that the child is learning more than internet lag is leading to their poor performance. Make sure they are aware it is just a game and there are real consequences. Many people I know received violent games from their own parents. Clearly this is easily averted by parents educating oneself before purchasing.
Concern 2: My child will get fat.
Suggestion: Firstly, health isn’t established by whether a person is obese. A thin person can still have high cholesterol or diabetes. If you feed your child, get education in nutrition for both of you from an early age and stop feeding them crap. Otherwise, they can be an incredible athlete that eats junk and still gets diabetes or heart disease regardless of what they do with their leisure time. In other words, video games alone will not make a person unhealthy, it is their lifestyle as an entirety.
Concern 3: Child is playing video games instead of other activities such as homework or going outside.
Suggestion: As the parent, you should set the rules. Be fair, but enforce rules to make sure that your child has a balanced life. Video games can be a distraction but like many other activities, they can become an unhealthy habit. Just like shopping, alcohol, even exercising to an extreme can be considered unhealthy; video games are no different and moderation is important.
            



Bibliography
·       Talmadge Wright, Boria, Eric, and Breidenbach, Paul. “Creative Player Actions in FPS Online Video Games - Playing Counter-Strike.” Game Studies 2.2 n. pag.
·       Manovich, Lev. “Lev Manovich | Essays : The Mapping of Space.” URL. http://manovich.net/TEXT/mapping.html
·       Thomson, Matthew. “Military Computer Games and the New American Militarism - What Computer Games Teach Us About War.” n. pag. URL http://etheses.nottingham.ac.uk/672/1/Matt_Thomson_PhD_Thesis_Pdf.pdf