War Play
Page 23
Sniper School, [>]
Snyder, Dan, [>], [>]
Software Engineering Directorate (SED), [>]
Somali pirates, [>]
Soviet Union
collapse effects on U.S. military, [>]
See also Cold War
space exploration and video games, [>], [>]
Spacewar!
commercialization/popularity and, [>]
description, [>]
development/developers, [>]–[>]
navigation/display importance, [>]
new thinking with, [>], [>]
Programmed Data Processor-[>] (PDP-1), [>]–[>]
Special Force series (Hezbollah video game), [>]
Special Operation 85: Hostage Rescue (Iran video game), [>]
Sputnik/effects, [>], [>]
standardized testing
eugenics and, [>]–[>], [>]
military and, [>], [>]–[>], [>]–[>]
racism and, [>]–[>], [>]
Star Trek, [>]
Starr, Paul, [>]
Starry, Donn, [>]
Steinkuehler, Constance, [>], [>], [>]
STEM skills
army/Project Lead the Way and, [>]
description, [>]
Heritage Foundation and, [>]–[>]
National STEM Video Game Challenge, [>]
Obama administration and, [>], [>]
Sterling, Bruce, [>]
Steuben, Baron Friedrich Wilhelm, [>]
Sticht, Thomas, [>]
STRICOM, [>], [>], [>]
See also PEO STRI
Studies in Health Technology and Informatics, [>]
Stuxnet computer virus, [>], [>]
Subjective Units of Distress Scale (SUDS), [>]–[>]
suicide risk/prevention
Beyond the Front (video game) and, [>], [>]–[>]
Home Front, The (video game), [>]
suicide rate (2006), [>]
WILL’s games and, [>], [>]–[>], [>]–[>]
Summers, Catherine, [>]
Syria video game Under Siege, [>]
Tactical Iraqi (video game), [>]
Tactical Language and Culture Training Systems program, [>], [>]
TAG (video game), [>]
See also America’s Army (video game)
Tailhook scandal, [>]
Talbot, Thomas “Brett,” [>], [>], [>], [>]
“teaching machines,” [>]
technology development
COTS and, [>]
military budget cuts and, [>]–[>]
military subsidies/companies (1960s), [>]–[>]
See also specific developments
Tempest (video game), [>]
Tetris (video game), [>]
Thompson, Jack, [>]
Thorpe, Jack A.
background, [>]
simulators/SIMNET and, [>]–[>]
“three-block war,” [>]–[>]
TRADOC (Training and Doctrine Command), [>]
“Training for Future Conflicts” (Pentagon 2003 study), [>]
“transformation” of military (Rumsfeld), [>]
Tribble, Bud, [>]
Tversky, Amos, [>]
Ubisoft, [>]
Under Siege (Syria video game), [>]
United States Armed Forces Institute (USAFI), [>], [>]
Unreal Engine, [>]–[>]
UrbanSim (video game), [>]
Valley Forge, Revolutionary War, [>]–[>], [>]
van Creveld, Martin, [>]
VBS2 (Virtual Battlespace [>])
“after-action reviews” (AARs), [>]–[>], [>]
Army Research Institute study on, [>]–[>]
avatar’s breathing and, [>]
benefits to soldiers, [>]–[>]
comparison to DARWARS, [>]
description, [>], [>], [>]
flexibility, [>], [>]
geospecific databases, [>]
keyboard-use training, [>]–[>]
leader identification and, [>]
open platform, [>]
PEO STRI and, [>], [>], [>]
as program of record, [>]
reactions of trainees, [>], [>]
second-/third-order effects, [>]
software problems, [>]
training areas, [>]
use, [>]–[>], [>], [>]–[>]
veterans from Afghanistan/Iraq and, [>]
Virtual Training Facility, Fort Campbell, Kentucky, [>]–[>]
VBS3 (Virtual Battlespace [>]), [>]
video games
cognitive abilities and, [>]–[>]
criticism/critics of, [>], [>], [>], [>], [>]
first-person shooter games, [>], [>], [>], [>], [>], [>], [>], [>], [>], [>], [>], [>], [>], [>], [>]
global examples, [>]
learning principles overview, [>]–[>]
literacy skills and, [>]–[>], [>]–[>]
skill and drill exercises vs. cognitive VIEs, [>]–[>]
skills identified (MacArthur Foundation), [>]–[>]
social issues and, [>]
See also “serious games”; specific games
video games and military
Afghanistan and, [>], [>], [>], [>]–[>], [>], [>], [>], [>], [>], [>]
all-volunteer force and, [>]–[>], [>]–[>]
applications overview, [>]–[>], [>]
benefits summary, [>], [>], [>]–[>]
budget cuts and, [>]–[>]
chain of command and, [>]
chaos and, [>]
cognitive abilities and, [>]–[>]
collaborative teams importance, [>]
costs and, [>]–[>], [>]–[>], [>]
crowdsourcing to debug software code, [>]
cultural-differences training, [>], [>], [>]–[>], [>]
data from used video game consoles, [>]
emotion and, [>]
first-person element and, [>]
future and, [>], [>]–[>]
generation shifts and, [>]
history overview, [>]–[>]
human memories and, [>]
individualized avatars, [>]–[>]
information processing/reaction, [>], [>]–[>], [>]
Iraq and, [>], [>], [>], [>], [>], [>], [>], [>], [>]
late 1990s, [>]–[>]
learn by doing and, [>]–[>]
literacy definition changes and, [>]–[>], [>], [>]
military leaders’ training and, [>]
military taking lead, [>]–[>]
MMOG (massively multiplayer online video-game) world, [>]–[>]
National Guard/reservists, [>]
new challenges and, [>]
9/11 attacks and, [>]
nonverbal messages and, [>]
“serious games,” [>]
soldiers’ diversity in skills and, [>]–[>]
stories/symbols tradition and, [>], [>]
strategy and, [>]–[>], [>]
teenagers’ skills and, [>]–[>]
time constraints and, [>], [>]
training grounds and, [>]
See also simulators/simulations and military; specific games; specific individuals
VIEs, cognitive (Virtual Interactive Environments), [>]
Vietnam War, [>], [>]–[>], [>], [>]
Virtual Vietnam, [>]
VIRS money, [>]
Virtual Afghanistan
funding and, [>]
settings/background, [>]–[>]
as virtual-reality exposure therapy (VRET), [>]
See also Rizzo, Albert “Skip” and Virtual Iraq/Afghanistan; Virtual Iraq/Virtual Afghanistan; virtual-reality exposure therapy
Virtual Battlespace [>]. See VBS2 (Virtual Battlespace [>])
Virtual Experience Immersive Learning Simulations (VEILS), [>]–[>], [>]
Virtual Iraq
Della Salla, [>], [>]–[>]
funding and, [>], [>], [>]
Kramer and, [>]–[>]
settings/background, [>]
treating psychological trauma, [>]
as v
irtual-reality exposure therapy (VRET), [>]
See also Rizzo, Albert “Skip” and Virtual Iraq/Afghanistan; virtual-reality exposure therapy
Virtual Iraq/Virtual Afghanistan
clinician control, [>]–[>]
origins, [>]–[>]
patient physiological data and, [>]–[>]
patient control, [>]
Subjective Units of Distress Scale (SUDS), [>]–[>]
treatment course/sessions, [>]
See also Rizzo, Albert “Skip”
virtual military training
history, [>]–[>]
See also specific components
virtual-reality exposure therapy
classical conditioning and, [>]
description, [>]
live actors vs. virtual humans, [>]–[>]
origins, [>]–[>]
studies on, [>]–[>]
success with, [>]–[>]
virtual characters’ movements, importance of, [>]
See also Virtual Afghanistan; Virtual Iraq
Virtual Training Facility (VTF), Kinnard Battle Command Center
costs, [>]
description, [>]
training sessions, [>]–[>]
Virtual Vietnam, [>]
“vocationalism” movement, [>], [>]
volunteer force effects, [>]–[>], [>]–[>]
Vygotsky, Lev, [>]
Walt Disney Imagineering, [>], [>]
War Inside, The (video game), [>], [>]–[>], [>]
Wardynski, Casey
after military retirement, [>]–[>], [>]–[>]
description, [>], [>], [>]
OEMA, [>], [>], [>], [>], [>], [>]–[>], [>]–[>], [>]
wife (Sue) and children, [>], [>]–[>]
Wardynski, Casey/America’s Army
army core values and, [>]–[>], [>]–[>], [>], [>]–[>], [>]
basic training focus, [>]–[>], [>], [>]–[>], [>], [>]–[>], [>]–[>], [>]
concept beginnings, [>]–[>]
on conflict with MOVES, [>]–[>]
costs and, [>], [>], [>]–[>], [>], [>]
design criteria, [>]–[>]
on developing game, [>]
disintermediation, [>]–[>]
Electronic Entertainment Expo (E3/2002), [>]–[>], [>]
funding and, [>]–[>], [>]
Huntsville’s schools and, [>]–[>]
rebuilding military’s image, [>]
Red Team identifying potential criticism, [>]–[>]
target audience, [>], [>]
text addressing players, [>]–[>]
video games importance, [>]–[>], [>], [>]–[>]
VIRS money and, [>]
See also America’s Army (video game)
Washington, George, [>], [>], [>]
Washington Post, [>]–[>]
Watergate, [>]
Welburn, Brenda, [>]
What Video Games Have to Teach Us About Learning and Literacy (Gee), [>]
WILL Interactive
Beyond the Front (video game), [>], [>]–[>]
Blended Families (video game), [>]
description, [>]
focus of, [>], [>]–[>]
Home Front, The (video game), [>]
military ethics and, [>]
Mission to Heal, The (video game), [>]
PTSD treatment, [>], [>]–[>], [>]–[>], [>]–[>]
Saving Sergeant Pabletti (video game), [>]
“serious games” and, [>], [>], [>]
Single Parenting (video game), [>]
suicide risk/prevention, [>], [>]–[>], [>]–[>]
Virtual Experience Immersive Learning Simulations (VEILS), [>]–[>], [>]
War Inside, The (video game), [>], [>]–[>], [>]
See also Sloane, Sharon
Williams, Adam
background/description, [>]
VTF VBS2 training sessions, [>], [>]–[>], [>]–[>], [>]
Wilson, Edward O., [>]
Wilson, Kent, [>]–[>]
Wired magazine, [>], [>]
Wolfenstein 3D (video game), [>]
Women in Film and Video’s Women of Vision Award, [>]
Woodman, Michael, [>]
Woodrow Wilson International Center for Scholars, [>]
World War I
ballistics data and, [>]
specialized training and, [>]
World War II
computer’s invention and, [>]–[>]
military training/education, [>], [>]–[>]
Xbox and America’s Army, [>], [>], [>]
Yahoo!, [>]
Yerkes, Robert, [>]–[>]
Zelman, Susan Tave, [>]
Zyda, Michael
America’s Army and, [>], [>], [>], [>], [>], [>], [>]
background, [>]–[>]
entertainment/simulation and defense, [>]–[>], [>]–[>]
Gamepipe research lab, [>]
Institute for Creative Technologies, [>]–[>], [>]
MOVES and, [>], [>], [>], [>], [>]
Naval Postgraduate School (NPS), Monterey, California, [>], [>], [>]–[>], [>]–[>]
NPSNET, [>]–[>]
“serious game” definition, [>]
SIMNET and, [>]–[>]
About the Author
COREY MEAD is an assistant professor of English at Baruch College, City University of New York. He is a pioneering researcher on video games and the military and has lectured on the subject at universities and conferences around the country. He lives in Brooklyn, New York.
Footnotes
* For simplicity’s sake, in this book I use the term video game to refer to a variety of interactive digital and virtual applications.
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* “Human factors” centers on the idea that the effective running of complex technological systems depends as much on the people running them as on the equipment itself.
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* One soldier with PTSD that I profile in this book had to fight the VA for two full years to get his benefits, and those were granted only after he wrote a letter of appeal to President Obama. Many other vets with PTSD whom I interviewed spoke about the same thing—the incredible hassle of cutting through the VA’s red tape.
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* The game remains the best-known—and most controversial—project to emerge from the ICT. A big success commercially, Full Spectrum Warrior ended up being an embarrassment for both the army and the ICT, as it proved utterly ineffective as a training tool. In essence, the army paid millions of dollars to produce a game that it couldn’t use and that it wasn’t allowed to profit from. Meanwhile, the game’s commercial partner, THQ—which hadn’t spent its own money—raked in over $50 million in sales.
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