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Author Topic: The Revolution in Military Affairs, Computers And Videogames  (Read 3438 times)
squarepusher
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« on: May 26, 2010, 12:51:21 AM »

First up is this well-done article by Fibreculture - a site I was previously not aware of. It's quite long, but well worth going through.

http://journal.fibreculture.org/issue1/issue1_stockwellmuir.html

004 The Military-Entertainment Complex: A New Facet of Information Warfare
Stephen Stockwell and Adam Muir
Griffith University

All by itself, a Go piece can destroy an entire constellation synchronically; a chess piece cannot...Chess is indeed a war but an institutionalized, regulated, coded war... Go is war without battle lines, with neither confrontation nor retreat, without battles even: pure strategy, whereas Chess is a semiology. (Gilles Deleuze and Guattari, 1989: 353)

A revolution in military affairs (RMA) has taken place in the US since the first Gulf War as the data-processing power of the computer has been applied not only to the strategic complexities that had prompted the development of the computer in the first place but, now, to the systematic operations of small units and individuals. The ability to micro-manage the organisation of logistics has raised the possibility of micro-managing the organization of information to target particular audiences among both the enemy and one's own populations to produce close control of the media agenda (My note: Read what it says here - ONE'S OWN POPULATION TO PRODUCE CLOSE CONTROL OF THE MEDIA AGENDA. You know what this means, right?). This process rests on the technologies and techniques that elide reality and simulation and mirror similar trends apparent in late capitalism's embrace of the globilisation project. The RMA may also be seen as the US military-corporate-political response to the post-Cold War spread of fundamentalisms (both Islamic and Christian) and even as a means to police the emerging US Empire (My note: 'Spread of fundamentalism' - that's the fake cosmological explanation that Samuel Huntington provided them with in his essay/book 'Clashing Of Civilizations').

Quote
"The ability to micro-manage the organisation of logistics has raised the possibility of micro-managing the organization of information to target particular audiences among both the enemy and one's own populations to produce close control of the media agenda"

A number of authors have documented the rise of the information terrain as a major field of military endeavour. Greg Rattray considers the United States development of strategic information warfare in the '90s and finds many similarities with their development of strategic air power in the '20s, '30s and '40s (2001). Dorothy Denning argues for a view of information warfare based in the available countermeasures to economic threats such as computer break-ins, fraud, sabotage, espionage, piracy, identity theft and invasions of privacy (My note: He 'ARGUES' for 'invasions of privacy' as part of information warfare - how about that, eh?) (Denning, 1999). In a similar vein John Arquilla and David Ronfeldt, working for the Rand Corporation contract from the Office of the US Secretary of Defense, suggest the rise of netwar in the work of transnational criminal networks, gangs, hooligans, and anarchists while they spend a lot of time analysing the role of the internet in promoting democracy in Burma and Mexico (Arquilla and Ronfeldt, 2001). Again Andy Jones, Gerald Kovacich and Perry Luzwick approach information warfare from the point of view of the CEO looking for competitive advantage (2002). In contrast, Gerard Stocker and Christine Schopf draw together a range of views, offered at the Ars Electronica Festival '98 Symposium, critical of the intrusive and manipulative practices of the military establishment (Stocker and Schopf, 1998). James Der Derian's map of the emerging military-industrial-media-entertainment complex hints at the new connections emerging as the US military co-opts advances in games technology developed by the entertainment industry (Der Derian, 2002).

But the recent war in Iraq extended the information war concept into new territory. It was different to previous wars in one major way: this war was waged as entertainment. It is not that the sight of a pathetically armed and disorganised rabble being blasted to oblivion by a massively armed military machine is in itself entertaining, though the ratings were not bad. Rather the US war machine has learnt much from the entertainment industry and is now pursuing battle plans that treat the "enemy" as the audience. This is what shock and awe is all about " give them a big production number and their hearts and minds will follow.

(My note: Remember that quote - 'Terrorist attacks are, in fact, a media event?' from a Strategic Studies document? That fits right in with this)

http://forum.prisonplanet.com/index.php?topic=165427.0
"Terrorist attacks are, in fact, media events" - the RMA exposed


Quote
"Terrorist attacks ought to be understood as consciously crafted media events, and while that has always been the case, today it is more true than ever before in two ways. First, the terrorist attack is itself often designed and intended for the cameras. Terrorist attacks are designed for an audience. Their true target is not that which is blown up - that item, or those people - for that is merely a stage prop. What is really being targeted are those watching at home. The goal, after all, is to have a psychological effect (to terrorize), and it isn't possible to have such an effect on the dead." - p5 out of 135, YouTube War: Fighting In A World Of Cameras In Every Cell Phone And Photoshop On Every Computer, Cori E. Dauber, November 2009, Strategic Studies Institute

Quote
But the recent war in Iraq extended the information war concept into new territory. It was different to previous wars in one major way: this war was waged as entertainment.  ...the US war machine has learnt much from the entertainment industry and is now pursuing battle plans that treat the "enemy" as the audience. This is what shock and awe is all about " give them a big production number and their hearts and minds will follow.

The entertainment paradigm is used not only to wage war against the Iraqis but also to manage the home front. The words of one senior White House official sums up the approach: 'Boom, boom, we're going in hard and fast,' the official said. 'By this time next week, sit by your TV and get ready to watch the fireworks' (Coorey and Schlink, 2003). War as entertainment even played a role in focusing the efforts of US troops. As Vice-Admiral Timothy Keating told a massed meeting of US personnel just before the war: 'Make no mistake, when the president says go, look out, it's hammer time' (Roberts, 2003). This a direct reference to the stylings of rap musician, MC Hammer. But the enemy is not always in on the act. The US has forgotten the power of the active audience so that Lt. General William S. Wallace was left to complain: 'The enemy we're fighting is a bit different to the one we war-gamed against"'. [1]

Quote
"Boom, boom, we're going in hard and fast. By this time next week, sit by your TV and get ready to watch the fireworks (Coorey and Schlink, 2003)



Former US President Eisenhower warned in 1961 of the power of the Military Industrial Complex shortly before that confection of influence peddling, political opportunism and inter-locking commercial interests led the US into Vietnam. Now there is a new force in the land, the military-entertainment complex evident in the close co-operation " and sharing " of ideas and resources: between computer games producers and the military, particularly on pre-training prospective candidates for the US armed forces; between Hollywood producers and the US government on language and concepts post September 11, 2001; and between the military's propaganda machine and the entertainment industry's thirst for manufactured and timely "reality" that precludes the possibility of the critical representation of the real.

Quote
"Now there is a new force in the land, the military-entertainment complex evident in the close co-operation " and sharing " of ideas and resources: between computer games producers and the military, particularly on pre-training prospective candidates for the US armed forces; between Hollywood producers and the US government on language and concepts post September 11, 2001; and between the military's propaganda machine and the entertainment industry's thirst for manufactured and timely "reality" that precludes the possibility of the critical representation of the real."

(My note: Want examples of this 'sharing of ideas' between computer games producers and the military? Well, OK.

First, the Army once had a recruiting program during the beginning of the Iraq War called 'Army Of One'. Guess what game was released in 2007 that featured you as part of a two-man tag team running their own Private Military Corporation?

Army of Two


Are those 'guns' in the backdrop, or are those two 'guns' metaphorical representations of the Twin Towers? You decide.)

This is but one small example - let's not forget about Conflict Desert Storm II, released a few months after the 2003 Iraq invasion.




Released in the European Union on September 19, 2003, released in America on October 8, 2003.


The flexibility of the military-entertainment complex is evident in the interchange of personnel between both wings, from military to entertainment (Coffee, 1995 : 30; Pollack, 1997: 1) or a virtual-reality expert from Disney's Imagineering group joining the National Security Agency (Peter Huck, 2003). In the carefully plotted production of the second Gulf War, it seems that the military has turned to the entertainment industry to respond to Baudrilliard's critique of the first Gulf War:

Quote
"In the carefully plotted production of the second Gulf War, it seems that the military has turned to the entertainment industry to respond to Baudrilliard's critique of the first Gulf War:"

"the war, along with the fake and presumptive warriors, generals, experts and television presenters" watches itself in a mirror: am I pretty enough, am I operational enough, am I spectacular enough, am I sophisticated enough to make an entry onto the historical stage?... this uncertainty invades our screens like a real oil slick, in the image of that blind sea bird stranded on a beach in the Gulf, which will remain the symbol-image of what we all are in front of our screens, in front of that sticky and unintelligible event. (Baudrilliard, 1995: 31)

From the attention-grabbing intro of fireworks over Baghdad, through the chase scenes of tanks racing across the desert, with the sub-plot of Saving Private Jessica to the toppling of Saddam's statue, this time the story was seamless. Each moment designed for prime time, each plot point subtly inter-woven into one unstoppable meta-narrative. Resistance is futile, you can't stop the music. At least until the President declares the war is over and the real war begins between an occupying army and a fanatical guerrilla opposition indistinguishable from the population (My note: And Anti_Illuminati is soon going to be revealing a document to you WHERE IT IS REVEALED THAT THE RMA IN FACT FACILITATES SHORT WARS THAT ACHIEVE THE SAME AS A REAL LONG WAR, SO THAT THE PRESIDENT CAN UNILATERALLY DECLARE WAR WITHOUT GOING TO CONGRESS. Yeah, that's right - it's built into the RMA). It took about six months to move the full circle. The simulations that began as theories about reality for planning and training purposes took on the form of reality in the heat of battle only to be revealed to be inaccurate as either reality or simulation in the harsh light of peace. Private Jessica's own disavowal of the military's mythology is a case in point: the military continues to claim she was raped while Jessica denies it.

The military uses of entertainment and entertainment's uses of the military have a long history that precedes their well-orchestrated double act in the recent troubles. It is useful to consider how their purposes came to be so closely integrated, not only to appreciate the actual course of recent history (as opposed to the big concept story lines of good vs. evil that occupy the front pages and TV news breaks). But also to understand the possibilities for countering the growing power of the military-entertainment complex.

A quick and Dirty Pre-History
The military have always found a use for entertainment. Recruiting songs and marching songs prepared the soldier's mind to over-ride the self-preservation mechanism in the heat of battle. Propaganda has always been best served as entertainment. Goebbels knew that '"to be perceived, propaganda must evoke the interest of the audience' and movies made under his control worked within existing genres, particularly the musical, to spread the Nazi message (Doob, 1954: 513). He is reported in the documentary We Have Ways of Making You Think to have told one producer: 'Don't come to me with political films'. Goebbels conceived propaganda as the production of a total world-view inculcated subtly into the populace to produce responses that matched the requirements of the regime. Casablanca  worked on a similar plane for the United States, using the conventions of the thriller and romance to make its anti-isolationist point, teaching its audience how to achieve both the sublimation and realisation of romantic love via commitment to the war effort (Mayer, 1982).

Quote
"Goebbels conceived propaganda as the production of a total world-view inculcated subtly into the populace to produce responses that matched the requirements of the regime. Casablanca  worked on a similar plane for the United States, using the conventions of the thriller and romance to make its anti-isolationist point, teaching its audience how to achieve both the sublimation and realisation of romantic love via commitment to the war effort (Mayer, 1982)."



My note: Oh, Casablanca, what a great and lovely 'classic' movie that was - hyped to hell by all the lovely movie 'critics' who are in no way at all politically motivated to propel said movie to the top of the critical charts - oh no, 'payola' does not apply to the movie industry - it's all pristine and honest and lovely and stuff)

During the Second World War, the United States systematised relations with Hollywood. So as not to disrupt studio shooting schedules, stars were enlisted into the armed forces part-time without the expectation of fighting but rather to service the publicity requirements of recruitment and war bond drives. United Services Organization (USO) shows featured Hollywood stars like Bob Hope to provide entertainment to battle-weary troops and the Department of Defense gave Hollywood many story lines and the logistical support to make them into films (My note: Remember all those stars 'supporting' the troops in Iraq by giving performances and the like?).

Ambassadors of Hollywood Visit Troops

http://northshorejournal.org/ambassadors-of-hollywood-visit-troops




Hey, even RMA troops need a hard-on from time to time while blowing up innocent women and children and hunting down 'fake' terror insurgency leaders, and stuff.

The military also used the entertainment industry's radio broadcast and marketing expertise in psychological operations (PSYOPS) to build support for the Allied war effort behind enemy lines.


My no

The Cold War space race provided the impetus for the military and entertainment industry to work more closely as their technologies merged with the introduction of geo-stationary satellites. Suddenly they were in the same business: information management. The military saw a satellite system as a crucial element in its global reconnaissance and command system. Satellites also gave the military the opportunity to gather signals intelligence (SIGINT) including radio and television signals from anywhere in the world. At the same time telecommunications and the burgeoning television industries saw opportunities to build an international network for gathering and distributing content (My note: All of this stuff is covered in the Google TechTalk video 'The Secret History Of Silicon Valley. The entire computing industry is controlled, Sir. It is all military industrial complex, all six ways to Sunday). Separate satellite networks had the potential to be disrupted by attack on just one satellite, so in March 1964 President Johnson approved the procurement of satellite communication services under National Security Action Memorandum 252. This required the Secretary of Defense to enter into business arrangements with the "quasi-private" Communication Satellite Corporation to provide half of the cost for two 18-piece independent satellite systems capable of world-wide traffic even after attack. The remaining funding for the project came from the formation of Intelsat, an international communications consortium. [2]

The Secret History Of Silicon Valley: How Stanford & the CIA/NSA Built the Valley We Know Today, presented by Steve Blank
http://www.youtube.com/watch?v=hFSPHfZQpIQ

The military origins of the computer and the internet are well-documented. Hinsley and Stripp discuss the origins of the computer in World War II cryptography, particularly that carried out at Blenchley Park as the Allies cracked the German's Enigma coding machine (1993). The Internet grew from work done by the Pentagon-funded Defense Advanced Research Projects Agency (DARPA) during the Cold War that developed protocols allowing networked computers to send small packets of data to one another (Lister, 2003, 165). The US establishment saw their failures in the Vietnam War of the 1960s and '70s to result from a lack of communication between themselves and the US population. The military control of information had been disrupted by independent journalists using light-weight equipment to get stories onto the evening news that varied graphically from the official story. By the first Gulf War, the military had re-exerted control so effectively that journalists were physically constrained from approaching the front lines and had no option but to cover the prepared story. This produced a high level of dissent from journalists but more significantly their stories lacked the cohesion required to carry the people with them, as was evident in the first George Bush's subsequent defeat. To counter this effect, the United States sought to engineer a revolution in military affairs (RMA) that applied the revolution in information technology to military purposes. This sought to leverage the massive increases in distributed computational power not only to solve the problems of the battlefield but also to manage the psychology of both enemy and one's own population. In the first instance this saw the development of a technology management strategy that utilised commercial multimedia solutions for military purposes. [3]

Quote
"To counter this effect, the United States sought to engineer a revolution in military affairs (RMA) that applied the revolution in information technology to military purposes. This sought to leverage the massive increases in distributed computational power not only to solve the problems of the battlefield but also to manage the psychology of both enemy and one's own population"

(My note: Hey Anti_Illuminati, in case you're reading this, remember that Nutzy army guy at a certain forum claiming that the military does not 'psy-op' its own population? LOLz. He might want to see his Commanders about that.)

In 1997, the National Research Council (NRC) developed a joint research agenda for defense and entertainment, particularly in the modeling and simulation areas where common problems and synergies were apparent in the development of immersion technologies, networked simulations, interoperability, computer-generated characters and tools for creating simulated environments. In the entertainment industry, such technology lies at the heart of video games, theme park attractions and entertainment centres, and special effects for film production. For the Department of Defense, modeling and simulation technology provides a low-cost means of conducting joint training exercises, evaluating new doctrine and tactics, and studying the effectiveness of new weapons systems. [4] While defense and entertainment had historically opposed cultures, the 1990s saw the emergence of common economic interests based around the sharing of opportunities produced by the rapid pace of technological development. Some argue that tremendous technological innovation and growth in the entertainment industry offer a strategic advantage to the military that it misses at its own peril (Capps, McDowell and Zyda, 2001: 37-43). In return, the entertainment industry integrates its interests more closely with those of the United States government which has now set out to create a "free trade" in cultural products that will effectively secure a US entertainment hegemony throughout the world producing "captive" audiences.

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In return, the entertainment industry integrates its interests more closely with those of the United States government which has now set out to create a "free trade" in cultural products that will effectively secure a US entertainment hegemony throughout the world producing "captive" audiences.[/color]

More to come...
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squarepusher
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« Reply #1 on: May 26, 2010, 01:18:20 AM »

Continued...

War Games

In the mid-90s, in a bid to streamline government defense spending, there was a conscious decision by the U.S. military to move away from sub-contracting to outside interests for their development needs. Instead they began a campaign to bring skilled people into the forces to foster their own R&D culture and that had major implications for the relationship between the military and entertainment industries based particularly in their joint interest in games. The military are very familiar with the reality of simulation, particularly as games - they have been part of their training about strategy as long as commanders have coordinated groups of people for large-scale combat. As Michelle Barron notes:[/size]

"Games of all sorts - video games, board games, and games kids play in the backyard - have historically been about conflict and warfare. Whether you're playing Chess, which is a simulated battlefield, or a game like Go, an ancient Chinese game that is also a simulated battlefield, or you're playing a board game like Risk or Axis and Allies, you're essentially at war and you're playing out military conflict. The history continues with electronic games. (Barron, 2003)

Further Tim Lenoir and Henry Loward also point out that the:

"The notion of the war game as a simulation, as an imitation of combat by other means, preceded the use of computer-based models for encoding rules, data, and procedures. War games have taken many forms ranging from large-scale field exercises to abstract strategy games played with maps, counters or miniatures. (Lenoir and Loward, 2002)

In particular during the twentieth century, air crew training came to depend on the use of simulators that allowed pilots to practice flying without putting their lives, or more importantly, their expensive aircraft in danger. Flight simulators made a quick transition to the digital and many early computers shipped with games that gave the experience of flying. Lenoir and Loward track the development of the initially tenuous links between the computer simulation industry and the US military and the subsequent development of intimate connections between them (2002). These connections share an interest in computing technology that could deliver optimal performance, high reality simulations.







(From Russia With Fun: From The CIA Agent Gilman Louie With Fun, Approved by Russian Commissars All Across The Board. Truth be told, it was still a fun game, though)

My note: About those flight simulators - Gilman Louie, founding CEO of In-Q-Tel, the private venture capital firm of the CIA, was one of the top videogame designers of flight simulators of Spectrum Holobyte, later Microprose. He also brought the rights to Tetris over to the West - from the Soviet Union. And he was involved in other games about the Soviet Union. Ask yourself this, people - if videogames are all 'fun and games for children' and the like out of which no serious work can come out of it, then why the hell would the CIA  enlist one of the top videogame designers in that field to head up their private venture capital firm - the most important project the CIA had going on for decades? You don't get that on the back of you having created a 'fun' videogame, I can assure you that.)  

The military have been dabbling directly in the commercial computer game environment for less than a decade. In 1996, Marine Corps Commandant General Charles C. Krulak issued a directive suggesting that Marines use PC-based wargames to improve military thinking about the tactics and techniques of modern warfare (Lister, 2003). This led to the first concerted attempt at harnessing computer gaming technology and led to the military release of an add-on pack (a mod) for Id Software's Doom II. The mod is now readily available to download from the World Wide Web. You still need a copy of Doom II in order to use the mod, but once you have installed the modification the whole game changes into a real-life simulation where the monsters become terrorists and the locations become realistic (ID Software, 1997). In 2001 the US Military assembled a team of designers (under the name Rival Interactive) to create a real-time strategy combat game called Real War in the same vein as Command and Conquer. The purpose of Real War was to teach soldiers how to think like commanders (Lenoir and Loward, 2002).

Such moves, testing the waters of commercial technologies, planted the seeds for the eventual development of the Department of Defense funded computer game America's Army by the MOVES Institute, based at the Naval Postgraduate School in Monterey, California. In a pre-design briefing, the creators expressed their goal for the project (which exists in two parts: Operations and Soldiers) as two-fold: 'We conceived America's Army: Soldiers as a realistic look at army personal and career opportunities via sophisticated role-playing... Our goal within America's Army:Operations was to demonstrate life in the infantry' (Lenoir and Loward, 2002).

In practice, the educational value of the project seems incidental to what America's Army: Operations actually is: a multiplayer first-person-shooter game. As anyone who has played any multi-user shooter game knows, when you get people in a death-match game it becomes a free-for-all where expert players race through and show off their immensely honed skills with the game interface by slaughtering other players. In a typical training scenario, America's Army will deploy the "team" of marines near the zone of engagement. The first thing the user learns when playing is that you can't afford to be flippant about things. One well-aimed shot to the avatar's vital zones and it's lights out. As the player's avatar expires, the corpse slumps to the ground (or is thrown forward like a crash-test-dummy, depending on the physics of the weapon causing digital demise). Then for the remaining time that the skirmish plays out (until one side achieves the objective or a whole team is defeated), the user is detached from the game and becomes an "observer" who can change the camera view but otherwise cannot affect the game.

The elements of strategy and teamwork, and of gradually gaining experience and rewards for playing the game as often as you can (and very importantly: playing the game by the rules), creates an environment which frustrates the kind of player-killer approach most games have. There is no Deathmatch function per se (that is, every player against every other player), but that doesn't deter players from running amok and slaughtering anyone left standing. In fact one can find opposing players co-operating by letting themselves be shot so their friends could build up skill points and in the next turn their friends stand still while the player slaughters them for extra points in return. Hardly the sort of rule-bending the Army wants to encourage. Further, the game is at the bleeding-edge of graphics technology, with a crisp and clean take on reality that forgoes the cartoon feel of many games. Yet it is strangely sanitised, promoting violence and death, which involve no blood or thrashing about. The simulation loses touch with reality and the result for the user is quite surreal. (My note: That is the intention - 'sanitising' the violence and bloodshed to desensitize the killer/soldier from the actual reality of the situation. Even Solid Snake in Metal Gear Solid 2 said that was the aim behind 'sanitized virtual reality' videogames. A videogame criticizing its own industry - who'd have thought, eh?)

Quote

"Pliskin    : A virtual grunt of the digital age.  That's just great.

Raiden     : That's far more effective  than live exercises.

Pliskin    : You don't get injured in VR, do you? Every year, a few soldiers
             die in field exercises.

Raiden     : There's pain sensation in VR, and  even a sense of reality and
             urgency. The only difference is that it isn't actually happening.

Pliskin    : That's the way they want you to think, to remove you from the
             fear that goes with battle situations. War as a video game --
             what better way to raise the ultimate soldier?

Metal Gear Solid 2: Sons of Liberty, 2001


Hollywood and the Beverly Hills Summit


In November of 2001, top Hollywood executives, key players in the film and television industry including Jack Valenti, chairman of the Motion Picture Association of America, met with Bush Administration officials in Beverley Hills to discuss ways that the film and television industry could assist in the War Against Terror. White House strategist Karl Rove briefed the executives on the war effort, stressing that he had no intention of giving marching orders to Hollywood. 'The industry will decide what it will do and when it will do it', he said as he emerged from the Sunday morning meeting. Instead Rove explained the White House's seven-point message:

"that the war is against terrorism, not Islam; that Americans must be called to national service; that Americans should support the troops; that this is a global war that needs a global response; that this is a war against evil; that American children have to be reassured; and that instead of propaganda, the war effort needs a narrative that should be told, said a straight-faced Rove, with accuracy and honesty. (Cooper, 2001: 13)

Jack Valenti argued that there was no question of Hollywood turning to pro-war propaganda films; instead discussions centred around public service spots for TV and cinemas, documentaries on terrorism and homeland security, live shows for American troops featuring Hollywood stars and help spreading the American message abroad (Lyman, 2001). A patriotic, three-minute montage of movie clips, The Spirit of America, was duly shown in US cinemas (Huck, 2002).

This meeting merely formalised the status quo. Hollywood barely needs the White House's guidance in toeing the line as they do it not only instinctively but also with an eye to the patriotic bottom line. The rush to self-censorship in the aftermath of September 11 provides a useful case in point. Many film studios edited films (Spiderman) or postponed their release (Schwarzenegger's Collateral Damage) where it was thought they contained material that the audience might judge unpatriotic or too close to actual events (Townsend, 2002). At this point Hollywood abdicated its rights and responsibilities to pursue debate in a knee-jerk attempt to second guess the audience.

Of course, Hollywood cannot be treated as a monolithic ideological enterprise. Actors such as Susan Sarandon and Tim Robbins led nation-wide resistance to the Iraq war. However, the historic relationship between the military and the entertainment industry has firm foundations in an economic-ideological trade that both sides find mutually beneficial: practical assistance from the military also assists the studios' budget bottom line and in return the military has special access to tamper with stories. Scenarios for overtly patriotic movies such as Top Gun, Pearl Harbor and Black Hawk Down are vetted by Pentagon officials before producers are given access to expensive weaponry to assist production. [5] Beyond these contractual obligations, the integrating power of American ideology is apparent: even an ostensibly anti-war movie like Apocalypse Now, which did not depend on the availability of US military hardware, turns into a celebration of the American spirit: 'I love the smell of Napalm in the morning' has been shorn of its irony to become a testament of faith among rednecks everywhere.

Quote
Scenarios for overtly patriotic movies such as Top Gun, Pearl Harbor and Black Hawk Down are vetted by Pentagon officials before producers are given access to expensive weaponry to assist production

The Beverley Hills summit was significant because it did formalise the relationships and expectations on which the propaganda facets of the military-entertainment complex rely. While industry and government both purport to disavow propaganda, the government is clear in its expectations of media (to define evil, to rally the populace behind the military and to create sympathetic narratives) and the industry is clear in its contributions (public service announcements, documentaries and the allegiance of its stars demonstrated via shows for the troops).

Quote
While industry and government both purport to disavow propaganda, the government is clear in its expectations of media (to define evil, to rally the populace behind the military and to create sympathetic narratives) and the industry is clear in its contributions (public service announcements, documentaries and the allegiance of its stars demonstrated via shows for the troops).


Another activity of the entertainment industry that is useful to the military is the constant testing and trading of story-lines that precedes the production of movies and games. This hot-housing of scenarios, particularly outside regular security and intelligence channels, provides valuable input into the analysis of potential threats and tactics. To work most effectively, the game theory models employed by US strategists include the full gamut of possible moves and while the disciplined thinkers of the National Security Advisors office are good at manipulating the data, they need the creative input of Hollywood to ensure that they have the wide selection of data they require.

Quote
Another activity of the entertainment industry that is useful to the military is the constant testing and trading of story-lines that precedes the production of movies and games. This hot-housing of scenarios, particularly outside regular security and intelligence channels, provides valuable input into the analysis of potential threats and tactics[/size].

My note: Oh boy - people, read that quote.

Then think again - Tom Clancy's Ghost Recon videogame - Russia war in the Caucuses? The Lone Gunman episode of the World Trade Center? All the false flag scenarios in videogames? All this stuff - I mean - even the oil rig blowup and oil spilling into the Ocean was a scenario in the videogame 'Metal Gear Solid 2: Sons of Lilberty' - and get this, that game takes place in 2009, but was released in 2001. So, there you have another 'scenario'.

Also don't forget the part about game theory
[/b]

At the time of the Beverley Hills Summit another meeting took place at the Institute for Creative Technology, affiliated with the University of Southern California:

"Set up in 1999 with a $US50 million ($A92 million) budget provided by the US Army, (the ICT) seeks to create advanced training simulators that will help the army shift from a Cold War mentality into a more flexible force, able to respond within 96 hours to complex missions - from civil wars to natural disasters. (Huck, 2002)"

Sponsored by the Institute, a group of 30 screenwriters, directors and producers who normally work on action films and video games met to devise possible terrorist scenarios. 16 new scenarios were dispatched to Washington. For some time Paramount has been supplying the Pentagon with rewrites of simulation exercises adding three-dimensional characterisations with complex histories and personalities that prepare trainees for the complexities of an actual crisis. Paramount remains reluctant to discuss its involvement in the StoryDrive Engine project but it is understood that it produces versions of the flood of information that comes at a real national-security team during a crisis: from classified intelligence reports to State Department cables, military analysis and even real-time news coverage. Thousands of military personnel have passed through the "final flurry exercise", as the project is called (Lippman, 2001).

Quote
For some time Paramount has been supplying the Pentagon with rewrites of simulation exercises adding three-dimensional characterisations with complex histories and personalities that prepare trainees for the complexities of an actual crisis. Paramount remains reluctant to discuss its involvement in the StoryDrive Engine project but it is understood that it produces versions of the flood of information that comes at a real national-security team during a crisis: from classified intelligence reports to State Department cables, military analysis and even real-time news coverage"

Thus, besides its propaganda work, Hollywood brings central strategic skills to the practices of information war. The ability to understand formulas and how to play with them, to think outside the box, against the grain and backwards from completion provided by the entertainment industry gives the military a much deeper and more subtle grasp of the realities it faces, as long as they factor in Hollywood's propensity to simulate.

To be continued...
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blissentia
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« Reply #2 on: May 26, 2010, 01:26:05 AM »

Squarepusher,

not to derail this thread, but what do you think about Serco? This may be as important as Ptech.

http://www.serco-ap.com.au/about_serco/about_serco_-_landing.html

and you need to watch this video:

http://www.youtube.com/watch?v=vyFkXmx8gxc
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« Reply #3 on: May 26, 2010, 01:30:02 AM »

The Battle for Reality: News and Counter-News

All war is a fight for the right to define the reality of the situation and the United States took the pre-emptive option when military hackers and special operations forces sought to corrupt Iraqi air defence networks and toy with their email system to sow confusion and distrust among the Iraqis (Mannion, 2003). Reuters reported in February that President Bush ordered his government to draw up guidelines for cyber attacks against enemy computer networks (2003). Of particular significance was the flurry of bogus emails in the first days of the war that suggested Deputy Prime Minister Tariq Aziz was defecting. The story was attributed to a Bulgarian source by UK Foreign Office minister and picked up by various news networks, including Fox News and MSNBC. The "defection" is now viewed as a ruse by the Pentagon's disinformation outlets (Fahey, 2003). This is textbook information warfare, spam assaults that massage reality to sow confusion among the enemy and build confidence at home. However, the second Gulf War saw the military-entertainment complex move to an even more heightened level of information war that seeks to use mass media channels systematically to massage reality not only for home consumption but also, and most significantly, as part of an integrated weapons system aimed at the enemy.

One of the most significant developments in the mediasphere between the first and second Gulf Wars was the emergence of reality television. Based in documentary formats, particularly cinema verité, but without any of the critical edge to which that genre usually aspires, reality TV offered immediacy, intimacy and drama but limited its purpose to mere entertainment. Early successes of the reality TV genre include Cops, a show that ceded the point of view to the law enforcement officer while demonising alleged offenders. As the genre matured, it began to apply the same fly-on-the-wall approach to increasingly manufactured and competitive environments such as Survivor and Big Brother. In the more serious mood after September 11, the frivolity of reality TV became a potential turn-off factor, so some of the studios turned to the military for content. The military were at this time looking for ways to keep the public interested in the War on Terror that did not promise the constant and engaging fire works of earlier conflicts. As James Poniewozik observes: 'The symbiotic solution: send reality TV to war' (2002). With Pentagon co-operation, networks scheduled programs such as Boot Camp (following a group through the rigours of military induction), Profiles from the Front Line (personal stories from military personnel in Afghanistan, the Philippines and elsewhere), Military Diaries (MTV-sponsored soldiers with cameras record their days and talk about the music that helps them survive) and American Fighter Pilot (produced by Top Gun director Tony Scott, follows three F-15 pilots through training). The programs had mixed success. The comic antics and competitive tension in Boot Camp saw it run for a whole season while the gritty production values of American Fighter Pilot produced poor ratings and saw the show canned after two episodes. Thus one might see the limits of the entertainment industry as a propaganda tool – the propaganda must still be entertaining.

Quote
One of the most significant developments in the mediasphere between the first and second Gulf Wars was the emergence of reality television. Based in documentary formats, particularly cinema verité, but without any of the critical edge to which that genre usually aspires, reality TV offered immediacy, intimacy and drama but limited its purpose to mere entertainment. Early successes of the reality TV genre include Cops, a show that ceded the point of view to the law enforcement officer while demonising alleged offenders. As the genre matured, it began to apply the same fly-on-the-wall approach to increasingly manufactured and competitive environments such as Survivor and Big Brother

Quote
Thus one might see the limits of the entertainment industry as a propaganda tool – the propaganda must still be entertaining.

The US military learned from their reality TV experience and realised that while excluding journalists from the information flow ensured no commentary critical of command processes, it did not always make interesting television. In the run up to the second Gulf War, the military decided to put the journalist back in the mix but in ways that allowed the military command – and news editors – to control the story. Journalists were given the opportunity to be embedded within military units. This essentially gave the journalists a soldier's view of the war so while the process offered moments of intense action and excitement, most of the time journalists were witnesses to the mundane reality of war: waiting for orders, achieving complex tasks for no apparent reason and so on. Further, the close relationships that sprung up between journalists and soldiers had the potential to compromise the quality of the journalists' coverage because they were too easily pulled into the world view of the soldiers who were feeding and protecting them.

The activities of the military-entertainment complex reached a high-point in the saving of Private Jessica. Captured and hospitalised by the Iraqis, Jessica Lynch was rescued by Marines. The first footage of the operation released by the military featured a frantic search through the corridors of the hospital filmed with night-vision filters that gave the images a green glow. The texture of the shots broadcast around the world was similar to textures found in games like Doom or Quake and had a sense of urgency reminiscent of those games. The attractive Ms. Lynch was quickly dubbed a hero, her capture blamed on Iraqi attack and her rescue facilitated by a doctor who had witnessed her torture. A bidding war broke out among TV networks over the rights to her story (Wright, 2003). It now transpires that Lynch was injured when she got lost and her truck collided with another from her unit; she was rescued from the desert by Iraqis who far from torturing her provided sound medical treatment; the doctor with information was in fact a lawyer and the military operation to rescue her was unnecessary as the Iraqis had already withdrawn – an ambulance would have sufficed. The TV networks are still interested in the movie rights. It is expected that Jessica Lynch's story will continue to blur distinctions between news and entertainment, factuality and actuality as it is turned into a movie of the week – 'based on a true story'.





Quote
The texture of the shots broadcast around the world was similar to textures found in games like Doom or Quake and had a sense of urgency reminiscent of those games. The attractive Ms. Lynch was quickly dubbed a hero, her capture blamed on Iraqi attack and her rescue facilitated by a doctor who had witnessed her torture. A bidding war broke out among TV networks over the rights to her story (Wright, 2003). It now transpires that Lynch was injured when she got lost and her truck collided with another from her unit; she was rescued from the desert by Iraqis who far from torturing her provided sound medical treatment; the doctor with information was in fact a lawyer and the military operation to rescue her was unnecessary as the Iraqis had already withdrawn – an ambulance would have sufficed. The TV networks are still interested in the movie rights. It is expected that Jessica Lynch's story will continue to blur distinctions between news and entertainment, factuality and actuality as it is turned into a movie of the week – 'based on a true story'

Alternative Strategies for Information Warfare


There is a danger that critics of US policy will throw up their hands in despair when faced with the force of the military-entertainment complex, with the intimate fit it can produce between reality and simulation. Information war was bad enough, but what happens when the war moves from the computers and into the wiring of all the entertainment appliances around the house. Some may argue that the military-entertainment complex's ability to define and manage reality is such a mind-suck that resistance is futile. Against this defeatism, the suggestion is made that subverting, co-opting and reconstructing the military-entertainment complex provides new possibilities for strategies of alternative information warfare.

To make the point theoretically in Deleuzean terms: when the State appropriates a war machine (like the entertainment industry), it lays the foundations for the war machine to appropriate the State. While the war machine may be transfixed by the hyperreal, it is liable to 'continually recreate unexpected possibilities for counter-attack, unforeseen initiatives determining revolutionary, popular, minority, mutant machines' (Deleuze and Guattari, 1989: 422). In considering the categories discussed above, there is a rich profusion of mutant possibilities. In the first place games, through their binary nature, often provide the opportunity to play the role of the terrorist. By toying with the point of view (POV), experience of the simulation can create new empathies. Alternatively, games or pseudo games can be quickly adapted and produced to carry sophisticated anti-war messages. At one site there is a Flash production that mimics a game while working through possible game theory moves as a result of the second Gulf War. It was in place before the war began but has been surprisingly accurate in predicting the complex outcomes of the war. [6]

Quote
n considering the categories discussed above, there is a rich profusion of mutant possibilities. In the first place games, through their binary nature, often provide the opportunity to play the role of the terrorist. By toying with the point of view (POV), experience of the simulation can create new empathies. Alternatively, games or pseudo games can be quickly adapted and produced to carry sophisticated anti-war messages. At one site there is a Flash production that mimics a game while working through possible game theory moves as a result of the second Gulf War. It was in place before the war began but has been surprisingly accurate in predicting the complex outcomes of the war.

With regard to Hollywood product, the power of the audience to create their own readings of the movie or game can never be underestimated and any increase in propaganda output is only likely to create cynicism among the viewers. Similarly, management of news either through embedded journalists or the simulacra of the news created by reality TV tends to produce scepticism among the audience as was evidenced by the cancellation of various poorly performing military-based reality TV programs. Further, the experience of some journalists shows that they were not made so complicit by embedding, particularly where they used satellite phone and lightweight editing technology to cut and transmit stories straight back to their newsrooms so they avoided reliance on military communication channels. Good journalists are always testing to see where the limits really are and what they can get away with. Iraq was no different.

Then there are the challenges to the mainstream media provided by new media interventions. When people became disillusioned with the managed news provided by the mainstream, they could quickly find alternative sources via the internet. The work of Salam Pax is particularly instructive. Using a simple and available weblog technology, this anonymous Iraqi was able to post updates about life on the streets of Baghdad until very late in the war. His work provided a good reality check to the mainstream media and foreshadowed the likely nature of news coverage in future wars.

If the military is now so integrated into the entertainment industry, if we are at a new stage of information war where reality and simulation are fused, then it is incumbent upon those with an alternative view to create new forums and methods to debate and organise. Alternative means of disseminating information to large audiences still remain the most effective way of countering the large-scale operation of the State-funded info-war project. One of the more pressing questions for the responsible global citizen/audience is how to counter the feeling that the individual is indeed a hostage to the streams of information channeled through very precise vectors of distribution. The alternative media maker and user's greatest asset is the porosity of the media monolith, its constant search for new product, the opportunities created by competition between media outlets and its dependence on humans who have independent opinions. The media is always open for business for those who can play the game and toy with the interaction between simulation and reality.

The real danger for the entertainment business, which has for so long enjoyed the benefits of free speech, is that it now is in danger of becoming an agent for the closure of debate. We depend on the media to use their freedom of speech to allow a variety of opinions to circulate. The fate of the Dixie Chicks is eloquent here: the sudden drop in their record sales following a mild statement of opposition to the war has sent former critics of the war into a disorderly retreat. The ghost of senator Joseph McCarthy, leader of the 1950s anti-communist blacklist, was seen on the battlements and the ball is back in our court. The exercise of free speech has always come at a cost, particularly for those taking an alternative viewpoint in times of war. Nevertheless, in face of the massive simulation that is the war against terror, one cannot help but think that the market for reality is about to improve.

Quote
The real danger for the entertainment business, which has for so long enjoyed the benefits of free speech (My note: But not really.), is that it is now in danger of becoming an agent for the closure of debate.
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« Reply #4 on: May 26, 2010, 01:31:03 AM »

Squarepusher,

not to derail this thread, but what do you think about Serco? This may be as important as Ptech.

http://www.serco-ap.com.au/about_serco/about_serco_-_landing.html

and you need to watch this video:

http://www.youtube.com/watch?v=vyFkXmx8gxc

Yeah, I saw your PM about that - will look into it shortly.
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« Reply #5 on: May 26, 2010, 01:34:29 AM »

Here's the entire article in plain text without my embellishments and notes:

http://journal.fibreculture.org/issue1/issue1_stockwellmuir.html

004 The Military-Entertainment Complex: A New Facet of Information Warfare
Stephen Stockwell and Adam Muir
Griffith University


Quote
"All by itself, a Go piece can destroy an entire constellation synchronically; a chess piece cannot...Chess is indeed a war but an institutionalized, regulated, coded war... Go is war without battle lines, with neither confrontation nor retreat, without battles even: pure strategy, whereas Chess is a semiology. (Deleuze and Guattari, 1989: 353)"

A revolution in military affairs (RMA) has taken place in the US since the first Gulf War as the data-processing power of the computer has been applied not only to the strategic complexities that had prompted the development of the computer in the first place but, now, to the systematic operations of small units and individuals. The ability to micro-manage the organisation of logistics has raised the possibility of micro-managing the organization of information to target particular audiences among both the enemy and one's own populations to produce close control of the media agenda. This process rests on the technologies and techniques that elide reality and simulation and mirror similar trends apparent in late capitalism's embrace of the globilisation project. The RMA may also be seen as the US military-corporate-political response to the post-Cold War spread of fundamentalisms (both Islamic and Christian) and even as a means to police the emerging US Empire.

A number of authors have documented the rise of the information terrain as a major field of military endeavour. Greg Rattray considers the United States development of strategic information warfare in the '90s and finds many similarities with their development of strategic air power in the '20s, '30s and '40s (2001). Dorothy Denning argues for a view of information warfare based in the available countermeasures to economic threats such as computer break-ins, fraud, sabotage, espionage, piracy, identity theft and invasions of privacy (Denning, 1999). In a similar vein John Arquilla and David Ronfeldt, working for the Rand Corporation contract from the Office of the US Secretary of Defense, suggest the rise of netwar in the work of transnational criminal networks, gangs, hooligans, and anarchists while they spend a lot of time analysing the role of the internet in promoting democracy in Burma and Mexico (Arquilla and Ronfeldt, 2001). Again Andy Jones, Gerald Kovacich and Perry Luzwick approach information warfare from the point of view of the CEO looking for competitive advantage (2002). In contrast, Gerard Stocker and Christine Schopf draw together a range of views, offered at the Ars Electronica Festival '98 Symposium, critical of the intrusive and manipulative practices of the military establishment (Stocker and Schopf, 1998). James Der Derian's map of the emerging military-industrial-media-entertainment complex hints at the new connections emerging as the US military co-opts advances in games technology developed by the entertainment industry (Der Derian, 2002).

But the recent war in Iraq extended the information war concept into new territory. It was different to previous wars in one major way: this war was waged as entertainment. It is not that the sight of a pathetically armed and disorganised rabble being blasted to oblivion by a massively armed military machine is in itself entertaining, though the ratings were not bad. Rather the US war machine has learnt much from the entertainment industry and is now pursuing battle plans that treat the "enemy" as the audience. This is what shock and awe is all about - give them a big production number and their hearts and minds will follow.

The entertainment paradigm is used not only to wage war against the Iraqis but also to manage the home front. The words of one senior White House official sums up the approach: 'Boom, boom, we're going in hard and fast,' the official said. 'By this time next week, sit by your TV and get ready to watch the fireworks' (Coorey and Schlink, 2003). War as entertainment even played a role in focusing the efforts of US troops. As Vice-Admiral Timothy Keating told a massed meeting of US personnel just before the war: 'Make no mistake, when the president says go, look out, it's hammer time' (Roberts, 2003). This a direct reference to the stylings of rap musician, MC Hammer. But the enemy is not always in on the act. The US has forgotten the power of the active audience so that Lt. General William S. Wallace was left to complain: 'The enemy we're fighting is a bit different to the one we war-gamed against-'. [1]

Former US President Eisenhower warned in 1961 of the power of the Military Industrial Complex shortly before that confection of influence peddling, political opportunism and inter-locking commercial interests led the US into Vietnam. Now there is a new force in the land, the military-entertainment complex evident in the close co-operation - and sharing - of ideas and resources: between computer games producers and the military, particularly on pre-training prospective candidates for the US armed forces; between Hollywood producers and the US government on language and concepts post September 11, 2001; and between the military's propaganda machine and the entertainment industry's thirst for manufactured and timely "reality" that precludes the possibility of the critical representation of the real.

The flexibility of the military-entertainment complex is evident in the interchange of personnel between both wings, from military to entertainment (Coffee, 1995 : 30; Pollack, 1997: 1) or a virtual-reality expert from Disney's Imagineering group joining the National Security Agency (Peter Huck, 2003). In the carefully plotted production of the second Gulf War, it seems that the military has turned to the entertainment industry to respond to Baudrilliard's critique of the first Gulf War:

Quote
the war, along with the fake and presumptive warriors, generals, experts and television presenters- watches itself in a mirror: am I pretty enough, am I operational enough, am I spectacular enough, am I sophisticated enough to make an entry onto the historical stage? - this uncertainty invades our screens like a real oil slick, in the image of that blind sea bird stranded on a beach in the Gulf, which will remain the symbol-image of what we all are in front of our screens, in front of that sticky and unintelligible event. (Baudrilliard, 1995: 31)

From the attention-grabbing intro of fireworks over Baghdad, through the chase scenes of tanks racing across the desert, with the sub-plot of Saving Private Jessica to the toppling of Saddam's statue, this time the story was seamless. Each moment designed for prime time, each plot point subtly inter-woven into one unstoppable meta-narrative. Resistance is futile, you can't stop the music. At least until the President declares the war is over and the real war begins between an occupying army and a fanatical guerrilla opposition indistinguishable from the population. It took about six months to move the full circle. The simulations that began as theories about reality for planning and training purposes took on the form of reality in the heat of battle only to be revealed to be inaccurate as either reality or simulation in the harsh light of peace. Private Jessica's own disavowal of the military's mythology is a case in point: the military continues to claim she was raped while Jessica denies it.

The military uses of entertainment and entertainment's uses of the military have a long history that precedes their well-orchestrated double act in the recent troubles. It is useful to consider how their purposes came to be so closely integrated, not only to appreciate the actual course of recent history (as opposed to the big concept story lines of good vs. evil that occupy the front pages and TV news breaks). But also to understand the possibilities for countering the growing power of the military-entertainment complex.

A Quick and Dirty Pre-History

The military have always found a use for entertainment. Recruiting songs and marching songs prepared the soldier's mind to over-ride the self-preservation mechanism in the heat of battle. Propaganda has always been best served as entertainment. Goebbels knew that '-to be perceived, propaganda must evoke the interest of the audience' and movies made under his control worked within existing genres, particularly the musical, to spread the Nazi message (Doob, 1954: 513). He is reported in the documentary We Have Ways of Making You Think to have told one producer: 'Don't come to me with political films'. Goebbels conceived propaganda as the production of a total world-view inculcated subtly into the populace to produce responses that matched the requirements of the regime. Casablanca worked on a similar plane for the United States, using the conventions of the thriller and romance to make its anti-isolationist point, teaching its audience how to achieve both the sublimation and realisation of romantic love via commitment to the war effort (Mayer, 1982).

During the Second World War, the United States systematised relations with Hollywood. So as not to disrupt studio shooting schedules, stars were enlisted into the armed forces part-time without the expectation of fighting but rather to service the publicity requirements of recruitment and war bond drives. United Services Organization (USO) shows featured Hollywood stars like Bob Hope to provide entertainment to battle-weary troops and the Department of Defense gave Hollywood many story lines and the logistical support to make them into films. The military also used the entertainment industry's radio broadcast and marketing expertise in psychological operations (PSYOPS) to build support for the Allied war effort behind enemy lines.

The Cold War space race provided the impetus for the military and entertainment industry to work more closely as their technologies merged with the introduction of geo-stationary satellites. Suddenly they were in the same business: information management. The military saw a satellite system as a crucial element in its global reconnaissance and command system. Satellites also gave the military the opportunity to gather signals intelligence (SIGINT) including radio and television signals from anywhere in the world. At the same time telecommunications and the burgeoning television industries saw opportunities to build an international network for gathering and distributing content. Separate satellite networks had the potential to be disrupted by attack on just one satellite, so in March 1964 President Johnson approved the procurement of satellite communication services under National Security Action Memorandum 252. This required the Secretary of Defense to enter into business arrangements with the "quasi-private" Communication Satellite Corporation to provide half of the cost for two 18-piece independent satellite systems capable of world-wide traffic even after attack. The remaining funding for the project came from the formation of Intelsat, an international communications consortium. [2]

The military origins of the computer and the internet are well-documented. Hinsley and Stripp discuss the origins of the computer in World War II cryptography, particularly that carried out at Blenchley Park as the Allies cracked the German's Enigma coding machine (1993). The Internet grew from work done by the Pentagon-funded Defense Advanced Research Projects Agency (DARPA) during the Cold War that developed protocols allowing networked computers to send small packets of data to one another (Lister, 2003, 165). The US establishment saw their failures in the Vietnam War of the 1960s and '70s to result from a lack of communication between themselves and the US population. The military control of information had been disrupted by independent journalists using light-weight equipment to get stories onto the evening news that varied graphically from the official story. By the first Gulf War, the military had re-exerted control so effectively that journalists were physically constrained from approaching the front lines and had no option but to cover the prepared story. This produced a high level of dissent from journalists but more significantly their stories lacked the cohesion required to carry the people with them, as was evident in the first George Bush's subsequent defeat. To counter this effect, the United States sought to engineer a revolution in military affairs (RMA) that applied the revolution in information technology to military purposes. This sought to leverage the massive increases in distributed computational power not only to solve the problems of the battlefield but also to manage the psychology of both enemy and one's own population. In the first instance this saw the development of a technology management strategy that utilised commercial multimedia solutions for military purposes. [3]

In 1997, the National Research Council (NRC) developed a joint research agenda for defense and entertainment, particularly in the modeling and simulation areas where common problems and synergies were apparent in the development of immersion technologies, networked simulations, interoperability, computer-generated characters and tools for creating simulated environments. In the entertainment industry, such technology lies at the heart of video games, theme park attractions and entertainment centres, and special effects for film production. For the Department of Defense, modeling and simulation technology provides a low-cost means of conducting joint training exercises, evaluating new doctrine and tactics, and studying the effectiveness of new weapons systems. [4] While defense and entertainment had historically opposed cultures, the 1990s saw the emergence of common economic interests based around the sharing of opportunities produced by the rapid pace of technological development. Some argue that tremendous technological innovation and growth in the entertainment industry offer a strategic advantage to the military that it misses at its own peril (Capps, McDowell and Zyda, 2001: 37-43). In return, the entertainment industry integrates its interests more closely with those of the United States government which has now set out to create a "free trade" in cultural products that will effectively secure a US entertainment hegemony throughout the world producing "captive" audiences.
War Games

In the mid-90s, in a bid to streamline government defense spending, there was a conscious decision by the U.S. military to move away from sub-contracting to outside interests for their development needs. Instead they began a campaign to bring skilled people into the forces to foster their own R&D culture and that had major implications for the relationship between the military and entertainment industries based particularly in their joint interest in games. The military are very familiar with the reality of simulation, particularly as games - they have been part of their training about strategy as long as commanders have coordinated groups of people for large-scale combat. As Michelle Barron notes:

Quote
Games of all sorts - video games, board games, and games kids play in the backyard - have historically been about conflict and warfare. Whether you're playing Chess, which is a simulated battlefield, or a game like Go, an ancient Chinese game that is also a simulated battlefield, or you're playing a board game like Risk or Axis and Allies, you're essentially at war and you're playing out military conflict. The history continues with electronic games. (Barron, 2003)

Further Tim Lenoir and Henry Loward also point out that the:

Quote
...notion of the war game as a simulation, as an imitation of combat by other means, preceded the use of computer-based models for encoding rules, data, and procedures. War games have taken many forms ranging from large-scale field exercises to abstract strategy games played with maps, counters or miniatures. (Lenoir and Loward, 2002)

In particular during the twentieth century, air crew training came to depend on the use of simulators that allowed pilots to practice flying without putting their lives, or more importantly, their expensive aircraft in danger. Flight simulators made a quick transition to the digital and many early computers shipped with games that gave the experience of flying. Lenoir and Loward track the development of the initially tenuous links between the computer simulation industry and the US military and the subsequent development of intimate connections between them (2002). These connections share an interest in computing technology that could deliver optimal performance, high reality simulations.

The military have been dabbling directly in the commercial computer game environment for less than a decade. In 1996, Marine Corps Commandant General Charles C. Krulak issued a directive suggesting that Marines use PC-based wargames to improve military thinking about the tactics and techniques of modern warfare (Lister, 2003). This led to the first concerted attempt at harnessing computer gaming technology and led to the military release of an add-on pack (a mod) for Id Software's Doom II. The mod is now readily available to download from the World Wide Web. You still need a copy of Doom II in order to use the mod, but once you have installed the modification the whole game changes into a real-life simulation where the monsters become terrorists and the locations become realistic (ID Software, 1997). In 2001 the US Military assembled a team of designers (under the name Rival Interactive) to create a real-time strategy combat game called Real War in the same vein as Command and Conquer. The purpose of Real War was to teach soldiers how to think like commanders (Lenoir and Loward, 2002).

Such moves, testing the waters of commercial technologies, planted the seeds for the eventual development of the Department of Defense funded computer game America's Army by the MOVES Institute, based at the Naval Postgraduate School in Monterey, California. In a pre-design briefing, the creators expressed their goal for the project (which exists in two parts: Operations and Soldiers) as two-fold: 'We conceived America's Army: Soldiers as a realistic look at army personal and career opportunities via sophisticated role-playing... Our goal within America's Army:Operations was to demonstrate life in the infantry' (Lenoir and Loward, 2002).

In practice, the educational value of the project seems incidental to what America's Army: Operations actually is: a multiplayer first-person-shooter game. As anyone who has played any multi-user shooter game knows, when you get people in a death-match game it becomes a free-for-all where expert players race through and show off their immensely honed skills with the game interface by slaughtering other players. In a typical training scenario, America's Army will deploy the "team" of marines near the zone of engagement. The first thing the user learns when playing is that you can't afford to be flippant about things. One well-aimed shot to the avatar's vital zones and it's lights out. As the player's avatar expires, the corpse slumps to the ground (or is thrown forward like a crash-test-dummy, depending on the physics of the weapon causing digital demise). Then for the remaining time that the skirmish plays out (until one side achieves the objective or a whole team is defeated), the user is detached from the game and becomes an "observer" who can change the camera view but otherwise cannot affect the game.

The elements of strategy and teamwork, and of gradually gaining experience and rewards for playing the game as often as you can (and very importantly: playing the game by the rules), creates an environment which frustrates the kind of player-killer approach most games have. There is no Deathmatch function per se (that is, every player against every other player), but that doesn't deter players from running amok and slaughtering anyone left standing. In fact one can find opposing players co-operating by letting themselves be shot so their friends could build up skill points and in the next turn their friends stand still while the player slaughters them for extra points in return. Hardly the sort of rule-bending the Army wants to encourage. Further, the game is at the bleeding-edge of graphics technology, with a crisp and clean take on reality that forgoes the cartoon feel of many games. Yet it is strangely sanitised, promoting violence and death, which involve no blood or thrashing about. The simulation loses touch with reality and the result for the user is quite surreal.
Hollywood and the Beverly Hills Summit

In November of 2001, top Hollywood executives, key players in the film and television industry including Jack Valenti, chairman of the Motion Picture Association of America, met with Bush Administration officials in Beverley Hills to discuss ways that the film and television industry could assist in the War Against Terror. White House strategist Karl Rove briefed the executives on the war effort, stressing that he had no intention of giving marching orders to Hollywood. 'The industry will decide what it will do and when it will do it', he said as he emerged from the Sunday morning meeting. Instead Rove explained the White House's seven-point message:

Quote
that the war is against terrorism, not Islam; that Americans must be called to national service; that Americans should support the troops; that this is a global war that needs a global response; that this is a war against evil; that American children have to be reassured; and that instead of propaganda, the war effort needs a narrative that should be told, said a straight-faced Rove, with accuracy and honesty. (Cooper, 2001: 13)

Jack Valenti argued that there was no question of Hollywood turning to pro-war propaganda films; instead discussions centred around public service spots for TV and cinemas, documentaries on terrorism and homeland security, live shows for American troops featuring Hollywood stars and help spreading the American message abroad (Lyman, 2001). A patriotic, three-minute montage of movie clips, The Spirit of America, was duly shown in US cinemas (Huck, 2002).

This meeting merely formalised the status quo. Hollywood barely needs the White House's guidance in toeing the line as they do it not only instinctively but also with an eye to the patriotic bottom line. The rush to self-censorship in the aftermath of September 11 provides a useful case in point. Many film studios edited films (Spiderman) or postponed their release (Schwarzenegger's Collateral Damage) where it was thought they contained material that the audience might judge unpatriotic or too close to actual events (Townsend, 2002). At this point Hollywood abdicated its rights and responsibilities to pursue debate in a knee-jerk attempt to second guess the audience.

Of course, Hollywood cannot be treated as a monolithic ideological enterprise. Actors such as Susan Sarandon and Tim Robbins led nation-wide resistance to the Iraq war. However, the historic relationship between the military and the entertainment industry has firm foundations in an economic-ideological trade that both sides find mutually beneficial: practical assistance from the military also assists the studios' budget bottom line and in return the military has special access to tamper with stories. Scenarios for overtly patriotic movies such as Top Gun, Pearl Harbor and Black Hawk Down are vetted by Pentagon officials before producers are given access to expensive weaponry to assist production. [5] Beyond these contractual obligations, the integrating power of American ideology is apparent: even an ostensibly anti-war movie like Apocalypse Now, which did not depend on the availability of US military hardware, turns into a celebration of the American spirit: 'I love the smell of Napalm in the morning' has been shorn of its irony to become a testament of faith among rednecks everywhere.

The Beverley Hills summit was significant because it did formalise the relationships and expectations on which the propaganda facets of the military-entertainment complex rely. While industry and government both purport to disavow propaganda, the government is clear in its expectations of media (to define evil, to rally the populace behind the military and to create sympathetic narratives) and the industry is clear in its contributions (public service announcements, documentaries and the allegiance of its stars demonstrated via shows for the troops).

Another activity of the entertainment industry that is useful to the military is the constant testing and trading of story-lines that precedes the production of movies and games. This hot-housing of scenarios, particularly outside regular security and intelligence channels, provides valuable input into the analysis of potential threats and tactics. To work most effectively, the game theory models employed by US strategists include the full gamut of possible moves and while the disciplined thinkers of the National Security Advisors office are good at manipulating the data, they need the creative input of Hollywood to ensure that they have the wide selection of data they require.

At the time of the Beverley Hills Summit another meeting took place at the Institute for Creative Technology, affiliated with the University of Southern California:

Quote
Set up in 1999 with a $US50 million ($A92 million) budget provided by the US Army, (the ICT) seeks to create advanced training simulators that will help the army shift from a Cold War mentality into a more flexible force, able to respond within 96 hours to complex missions - from civil wars to natural disasters. (Huck, 2002)

Sponsored by the Institute, a group of 30 screenwriters, directors and producers who normally work on action films and video games met to devise possible terrorist scenarios. 16 new scenarios were dispatched to Washington. For some time Paramount has been supplying the Pentagon with rewrites of simulation exercises adding three-dimensional characterisations with complex histories and personalities that prepare trainees for the complexities of an actual crisis. Paramount remains reluctant to discuss its involvement in the StoryDrive Engine project but it is understood that it produces versions of the flood of information that comes at a real national-security team during a crisis: from classified intelligence reports to State Department cables, military analysis and even real-time news coverage. Thousands of military personnel have passed through the "final flurry exercise", as the project is called (Lippman, 2001).

Thus, besides its propaganda work, Hollywood brings central strategic skills to the practices of information war. The ability to understand formulas and how to play with them, to think outside the box, against the grain and backwards from completion provided by the entertainment industry gives the military a much deeper and more subtle grasp of the realities it faces, as long as they factor in Hollywood's propensity to simulate.

The Battle for Reality: News and Counter-News

All war is a fight for the right to define the reality of the situation and the United States took the pre-emptive option when military hackers and special operations forces sought to corrupt Iraqi air defence networks and toy with their email system to sow confusion and distrust among the Iraqis (Mannion, 2003). Reuters reported in February that President Bush ordered his government to draw up guidelines for cyber attacks against enemy computer networks (2003). Of particular significance was the flurry of bogus emails in the first days of the war that suggested Deputy Prime Minister Tariq Aziz was defecting. The story was attributed to a Bulgarian source by UK Foreign Office minister and picked up by various news networks, including Fox News and MSNBC. The "defection" is now viewed as a ruse by the Pentagon's disinformation outlets (Fahey, 2003). This is textbook information warfare, spam assaults that massage reality to sow confusion among the enemy and build confidence at home. However, the second Gulf War saw the military-entertainment complex move to an even more heightened level of information war that seeks to use mass media channels systematically to massage reality not only for home consumption but also, and most significantly, as part of an integrated weapons system aimed at the enemy.

One of the most significant developments in the mediasphere between the first and second Gulf Wars was the emergence of reality television. Based in documentary formats, particularly cinema verité, but without any of the critical edge to which that genre usually aspires, reality TV offered immediacy, intimacy and drama but limited its purpose to mere entertainment. Early successes of the reality TV genre include Cops, a show that ceded the point of view to the law enforcement officer while demonising alleged offenders. As the genre matured, it began to apply the same fly-on-the-wall approach to increasingly manufactured and competitive environments such as Survivor and Big Brother. In the more serious mood after September 11, the frivolity of reality TV became a potential turn-off factor, so some of the studios turned to the military for content. The military were at this time looking for ways to keep the public interested in the War on Terror that did not promise the constant and engaging fire works of earlier conflicts. As James Poniewozik observes: 'The symbiotic solution: send reality TV to war' (2002). With Pentagon co-operation, networks scheduled programs such as Boot Camp (following a group through the rigours of military induction), Profiles from the Front Line (personal stories from military personnel in Afghanistan, the Philippines and elsewhere), Military Diaries (MTV-sponsored soldiers with cameras record their days and talk about the music that helps them survive) and American Fighter Pilot (produced by Top Gun director Tony Scott, follows three F-15 pilots through training). The programs had mixed success. The comic antics and competitive tension in Boot Camp saw it run for a whole season while the gritty production values of American Fighter Pilot produced poor ratings and saw the show canned after two episodes. Thus one might see the limits of the entertainment industry as a propaganda tool - the propaganda must still be entertaining.

The US military learned from their reality TV experience and realised that while excluding journalists from the information flow ensured no commentary critical of command processes, it did not always make interesting television. In the run up to the second Gulf War, the military decided to put the journalist back in the mix but in ways that allowed the military command - and news editors - to control the story. Journalists were given the opportunity to be embedded within military units. This essentially gave the journalists a soldier's view of the war so while the process offered moments of intense action and excitement, most of the time journalists were witnesses to the mundane reality of war: waiting for orders, achieving complex tasks for no apparent reason and so on. Further, the close relationships that sprung up between journalists and soldiers had the potential to compromise the quality of the journalists' coverage because they were too easily pulled into the world view of the soldiers who were feeding and protecting them.

The activities of the military-entertainment complex reached a high-point in the saving of Private Jessica. Captured and hospitalised by the Iraqis, Jessica Lynch was rescued by Marines. The first footage of the operation released by the military featured a frantic search through the corridors of the hospital filmed with night-vision filters that gave the images a green glow. The texture of the shots broadcast around the world was similar to textures found in games like Doom or Quake and had a sense of urgency reminiscent of those games. The attractive Ms. Lynch was quickly dubbed a hero, her capture blamed on Iraqi attack and her rescue facilitated by a doctor who had witnessed her torture. A bidding war broke out among TV networks over the rights to her story (Wright, 2003). It now transpires that Lynch was injured when she got lost and her truck collided with another from her unit; she was rescued from the desert by Iraqis who far from torturing her provided sound medical treatment; the doctor with information was in fact a lawyer and the military operation to rescue her was unnecessary as the Iraqis had already withdrawn - an ambulance would have sufficed. The TV networks are still interested in the movie rights. It is expected that Jessica Lynch's story will continue to blur distinctions between news and entertainment, factuality and actuality as it is turned into a movie of the week - 'based on a true story'.

Alternative Strategies for Information Warfare

There is a danger that critics of US policy will throw up their hands in despair when faced with the force of the military-entertainment complex, with the intimate fit it can produce between reality and simulation. Information war was bad enough, but what happens when the war moves from the computers and into the wiring of all the entertainment appliances around the house. Some may argue that the military-entertainment complex's ability to define and manage reality is such a mind-suck that resistance is futile. Against this defeatism, the suggestion is made that subverting, co-opting and reconstructing the military-entertainment complex provides new possibilities for strategies of alternative information warfare.

To make the point theoretically in Deleuzean terms: when the State appropriates a war machine (like the entertainment industry), it lays the foundations for the war machine to appropriate the State. While the war machine may be transfixed by the hyperreal, it is liable to 'continually recreate unexpected possibilities for counter-attack, unforeseen initiatives determining revolutionary, popular, minority, mutant machines' (Deleuze and Guattari, 1989: 422). In considering the categories discussed above, there is a rich profusion of mutant possibilities. In the first place games, through their binary nature, often provide the opportunity to play the role of the terrorist. By toying with the point of view (POV), experience of the simulation can create new empathies. Alternatively, games or pseudo games can be quickly adapted and produced to carry sophisticated anti-war messages. At one site there is a Flash production that mimics a game while working through possible game theory moves as a result of the second Gulf War. It was in place before the war began but has been surprisingly accurate in predicting the complex outcomes of the war. [6]

With regard to Hollywood product, the power of the audience to create their own readings of the movie or game can never be underestimated and any increase in propaganda output is only likely to create cynicism among the viewers. Similarly, management of news either through embedded journalists or the simulacra of the news created by reality TV tends to produce scepticism among the audience as was evidenced by the cancellation of various poorly performing military-based reality TV programs. Further, the experience of some journalists shows that they were not made so complicit by embedding, particularly where they used satellite phone and lightweight editing technology to cut and transmit stories straight back to their newsrooms so they avoided reliance on military communication channels. Good journalists are always testing to see where the limits really are and what they can get away with. Iraq was no different.

Then there are the challenges to the mainstream media provided by new media interventions. When people became disillusioned with the managed news provided by the mainstream, they could quickly find alternative sources via the internet. The work of Salam Pax is particularly instructive. Using a simple and available weblog technology, this anonymous Iraqi was able to post updates about life on the streets of Baghdad until very late in the war. His work provided a good reality check to the mainstream media and foreshadowed the likely nature of news coverage in future wars.

If the military is now so integrated into the entertainment industry, if we are at a new stage of information war where reality and simulation are fused, then it is incumbent upon those with an alternative view to create new forums and methods to debate and organise. Alternative means of disseminating information to large audiences still remain the most effective way of countering the large-scale operation of the State-funded info-war project. One of the more pressing questions for the responsible global citizen/audience is how to counter the feeling that the individual is indeed a hostage to the streams of information channeled through very precise vectors of distribution. The alternative media maker and user's greatest asset is the porosity of the media monolith, its constant search for new product, the opportunities created by competition between media outlets and its dependence on humans who have independent opinions. The media is always open for business for those who can play the game and toy with the interaction between simulation and reality.

The real danger for the entertainment business, which has for so long enjoyed the benefits of free speech, is that it now is in danger of becoming an agent for the closure of debate. We depend on the media to use their freedom of speech to allow a variety of opinions to circulate. The fate of the Dixie Chicks is eloquent here: the sudden drop in their record sales following a mild statement of opposition to the war has sent former critics of the war into a disorderly retreat. The ghost of senator Joseph McCarthy, leader of the 1950s anti-communist blacklist, was seen on the battlements and the ball is back in our court. The exercise of free speech has always come at a cost, particularly for those taking an alternative viewpoint in times of war. Nevertheless, in face of the massive simulation that is the war against terror, one cannot help but think that the market for reality is about to improve.
Authors' Biographies

Dr Stephen Stockwell is a senior lecturer in journalism and communication at Griffith University's Gold Coast campus. He is interested in the intersection of politics and the media generally and has recently completed a book on political campaign strategy.

Adam Muir is a PhD student at Griffith University's Gold Coast campus. His topic concerns the development of natural languages in new media communities.
Notes

[1] 'Who Said What about the War, and When They Said it', St Louis Post-Dispatch, 6 April (2003): 7.
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[2] 'National Security Action Memorandum 252', LBJ archives (Austin: University of Texas, 1964).
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[3] Commission on Engineering and Technical Systems (CETS), 'Commercial Multimedia Technologies for Twenty-First Century Army Battlefields: A Technology Management Strategy', (Washington DC: National Academies Press, 1995), http://www.nap.edu/books/0309053781/html/
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[4] Computer Science and Telecommunications Board (CSTB), 'Modeling and Simulation: Linking Entertainment and Defense' (Washington DC: National Academies Press, 1997), http://www.nap.edu/books/0309058422/html/index.html
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[5] 'Pentagon provides for Hollywood', USA Today, 29 March (2001), http://www.usatoday.com/life/movies/2001-05-17-pentagon-helps-hollywood.htm
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[6] See the Gulf War 2 (World War v2.5) Flash simulation here, http://www.idleworm.com/nws/2002/11/iraq2.shtml
[back]

References

Arquilla, John and Ronfeldt, David (eds). Networks and Netwars: the Future of Terror, Crime, and Militancy (Santa Monica, Cal.: Rand, 2001).

Barron, Michelle. 'Militarism and Video Games: an Interview with Nina Huntemann' (2003), http://www.mediaed.org/news/articles/militarism

Baudrilliard, Jean. The Gulf War Did Not Take Place, trans. Paul Patton (Sydney: Power Publications, 1995).

Capps, M., McDowell, P,. Zyda, M. 'A Future for Entertainment-Defense Research Collaboration', Computer Graphics and Applications, IEEE 21.1 (Jan/Feb 2001): 37-43.

Coffee, Peter. 'These Coders are Going Private', PC Week , 26 June (1995): 30.

Cooper, Marc. 'Lights! Cameras! Attack!: Hollywood Enlists', The Nation, New York 10 December (2001): 13-16.

Coorey, Phillip and Schlink, Leo. 'France Spoiling on Iraq', Herald-Sun, 15 March (2003): 15.

Deleuze, Gilles and Guattari, Félix. A Thousand Plateaus, trans. Brian Massumi, (Minneapolis : University of Minnesota Press, 1987).

Denning, Dorothy E. Information Warfare and Security (New York: ACM Press, Addison-Wesley, 1999).

Der Derian, James. 'Cyberspace as Battlespace: The New Virtual Alliance of the Military, the Media and the Entertainment Industry', inJohn Armitage and Joanne Roberts (eds), Living with Cyberspace :Technology & Society in the 21st Century (New York: Continuum, 2002).

Diemand, M. 'The Media & Iraq: War Coverage Analysis' (2003),
http://www.mediaed.org/news/articles/mediairaq

Doob, L.W. 'Goebbels' Principles of Propaganda', in David Katz et al. (eds), Public Opinion and Propaganda (New York: Holt, Rinehart and Winston, 1954).

Fahey, Todd Brendan. 'Was Tariq Aziz the Coalition's Mole?: How Independent Media Scooped The London Telegraph', Independent Clearing House,
http://www.informationclearinghouse.info/article3124.htm

Hinsley, F.H. and Stripp, Alan (eds). Codebreakers (Oxford: Oxford University Press, 1993).

Huck, Peter. 'Hollywood Goes to War', The Age 16 September 16 (2002), http://www.theage.com.au/articles/2002/09/14/1031608342634.html

Id Software, Doom II (1997),
http://www.idsoftware.com/games/doom/doom2/

Jones, Andy , Kovacich, Gerald L , Luzwick, Perry G. Global Information Warfare: How Businesses, Governments, and Others Achieve Objectives and Attain Competitive Advantages (London: Auerbach, 2002).

Lenoir, Tim and Lowood, Henry. Theaters of War: The Military-Entertainment Complex (2002),
http://www.stanford.edu/class/sts145/Library/Lenoir-Lowood_TheatersOfWar.pdf
.
Lippman, John. 'Hollywood Casts About for a War Role, Virtual Reality Is Star -A Paramount Simulation Uses Scripts, Technology to Test Handling of Foreign Crisis', Wall Street Journal, 9 November (2001): A1.

Lister, Martin et. al. New Media: a Critical Introduction (New York: Routledge, 2003).

Lyman, Rick. 'White House Takes Steps To Renew Tie To Hollywood', New York Times, 11 November (2001),
http://www.nytimes.com/2001/11/12/politics/12HOLL.html

Mannion, J. 'Cyber Snipers', 'Icon', Sydney Morning Herald, 29 March (2003): 5.

Mayer, Geoff. 'Discourse and Story, Myth and Propaganda: With Reference to Casablanca', in Anne Hutton (ed.), The First Australian History and Film Conference Papers (Sydney: AFTRS, 1982).

Pollack, Andrew. 'From Science to Fiction: Military and Entertainment Industries Swap Expertise', The New York Times, 10 October (1997): D1.

Poniewozik, James. 'That's Militainment! The war on terror gets the Cops treatment. Evil axis, evil axis, what you gonna do?', Time Magazine, 4 March (2002): 20.

Rattray, Greg. Strategic Warfare in Cyberspace (Cambridge, Mass.: MIT Press, 2001).

Reuters, 'Bush Reportedly Orders CyberWarfare Plan', 6 February (2003).

Roberts, Robin. 'News Desk Kuwait: Latest from the Middle East' Good Morning America, ABC News, 19 March (2003).

Stocker, Gerfried and Schopf, Christine (eds). InfoWar (New York: Springer, 1998).

Townsend, Gary. 'Hollywood uses selective censorship after 9/11', e.press 12 December (2002),
http://www.scc.losrios.edu/~express/021212hollywood.html
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blissentia
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« Reply #6 on: May 26, 2010, 04:43:21 AM »

I will read this in detail when I have time. However, I have to say that this: http://forum.prisonplanet.com/index.php?topic=165427.0
... (and hopefully your RMA document once fully translated) is the Skeleton Key to the rest of your work.

Do you have a post that would give a good crash course in "Sense and Respond". This is something that is a little puzzling to me.
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« Reply #7 on: May 26, 2010, 04:58:47 AM »

never mind about Sense and respond. Looking at some of your work it's meaning is becoming clear.
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« Reply #8 on: May 26, 2010, 04:12:16 PM »

It looks like Anti-Illuminati did indeed find something that Serco is involved in: http://forum.prisonplanet.com/index.php?topic=90254.msg551821#msg551821

Also, see this general thread: http://forum.prisonplanet.com/index.php?topic=153666.0
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« Reply #9 on: May 26, 2010, 08:55:38 PM »

It looks like Anti-Illuminati did indeed find something that Serco is involved in: http://forum.prisonplanet.com/index.php?topic=90254.msg551821#msg551821

Also, see this general thread: http://forum.prisonplanet.com/index.php?topic=153666.0

Blissentia, I will pursue Serco given due time. Right now I want to get the RMA document out of the door - I can already envision myself adding section after section to it until it reaches a hundred pages and nobody will read it because it's too big - best to leave it at the 60-page mark, which is already too big but hey, no point in subtracting content right now... perhaps I will do a follow-up.
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« Reply #10 on: May 26, 2010, 09:12:00 PM »

Here is another document that I was not aware of by LaRouchePAC - it's an old article dating back to the twilight years of the Bush era, but it's quite well-researched and the author seems to have digested most of the same source material as I did on my own.

NOTE TO ANYONE WHO WANTS TO MAKE AN AD-HOMINEM ATTACK ON LAROUCHE PAC:
BTW, I know there exists a cottage industry of people/cult-watchers who will instantly try to engage in 'guilt by association' operations when anyone even dares mention the name 'LaRouche' - to those I would say: "Look at the content, not at the name". Frankly, when a good article is written by a person and his 'statements' check out, I do not care whose institution publishes it - but I like how these 'cult watchers' can put someone instantly on the defensive for even attempting to link to a well-researched and factual article merely because Lyndon LaRouche and its associates have the trappings of a 'cult'. Well, the RMA is a cult too - in fact, the 'cult watchers' would constitute a cult as well, since it seems they have nothing better to do other than engage in these witchhunts.

But anyway, onto the story - I will not litter this article with images and bold quotes (my own 'Cliff's Notes' approach) and so on, I'm just going to copy and paste it in full and give people who have the inclination to read it the chance to digest it without me telling them what to think or what to research. I have taken the time to link to the actual documents and reports mentioned in this article - something the author did not do.

I can personally vouch for the accuracy of this article as well as the claims it puts forth - in fact, I'd differ with it only on the issue of: "like the "God mode" programmed by Columbine killers Harris and Klebold" - and the only reason why that doesn't make sense is because the author probably has never played this particular game - Doom that is. God mode is just some cheat code you input that gives you infinite health, so you can't die - so the 'Columbine killers' would not even have to program that in. Anyway, minor quibble.

http://www.larouchepac.com/node/5216

Video Games and the Wars of the Future
by Oyang Teng
Quote
"In 2013, the Army will unleash a new breed of soldier. A soldier whose lethality has been honed by the finest technologies. A soldier equipped to see first and strike decisively. Today, he's yours to command." --Advertisement for the video game "Ghost Recon: Advanced Warfighter"

Welcome to Dick Cheney's fantasy world, where the U.S. fights permanent wars against the "failed states" of the Third World, with legions of Special Forces hunter-killer squads backed up by "shock and awe" air power. Forget that the reality in Iraq and Afghanistan has been a disaster; the so-called Revolution in Military Affairs (RMA) continues, with heavy emphasis on automated and space-based weapons systems, "information dominance," and computer simulation.

If the wars of the future are to be fought by a new breed of soldier, a ready pool of potential recruits is already being trained. Many of them have not yet entered the military, or even high school, and some have never touched a weapon. But, thanks to a perverted transformation of the "Military-Industrial Complex" into the newly-styled "Military-Entertainment Complex," the video games of today are brainwashing today's 14-to-25-year-olds for the wars of tomorrow.

"Ghost Recon," which is based on the premise of a near-future "U.S. intervention on Mexican soil in order to bring back Democracy," was developed by Ubisoft, in conjunction with the Army, to showcase its Future Force Warrior concept that it plans to implement soon. "America's Army," an enormously popular online game, was developed by the Modeling, Virtual Environment and Simulation Institute at the Naval Postgraduate School, and released in 2002 as the "U.S. Army's Official Game" to bolster recruitment.

Today's trigger-happy gamer has the choice of hundreds of similar titles plying virtual violence as entertainment--and as training. With American fighting forces bogged down in Southwest Asia, this new phase in the militarization of entertainment and the commercialization of war is only the latest in a long-term project to destroy the U.S. military from within. Combined with the man-machine doctrine of cybernetics, the post-war military transformation has been a key feature of the imperial policy of globalization now being used as the imperative for new wars of "Democracy."

The Soldier and the State
In 1957, when Samuel Huntington wrote the RMA founding treatise, The Soldier and the State: The Theory and Politics of Civil-Military Relations, the United States was already in the midst of a degeneration into a post-industrial state. President Kennedy's extraordinary scientific-industrial drive for the Apollo project was only a temporary interruption in the design for what Zbigniew Brzezinski called a 'technetronic' society. As capital-intensive investment in agriculture and industry gave way to an emphasis on the white-collar services economy, another pillar of national sovereignty, the institution of the military, was under assault by what President Eisenhower warned was the "Military-Industrial Complex."

Huntington claimed, in the spirit of H.G. Wells, that, "The professional army which fights well because it is its job to fight well is far more reliable than the political army which fights well only while sustained by a higher purpose.... The military quality of the professional is independent of the cause for which he fights. The supreme military virtue is obedience." According to Huntington, who today champions a "Clash of Civilizations," the Korean War was exemplary since it was the first major war in which the American soldier "fought solely and simply because he was ordered to fight it and not because he shared any identification with the political goals for which the war was being fought. Instead, he developed a supreme indifference to the political goals of the war--the traditional hallmark of the professional."

It is no surprise that Huntington explicitly attacked the influence of France's Ecole Polytechnique on the 19th-Century curriculum of West Point, America's premier academy for military officers. With a heavy emphasis on subjects like constructive geometry, West Point produced the nation's leading engineers, who directed the massive rail-building projects that integrated the continental expanse of the country. These served as an essential part of the nation's military, as well as economic security. Instead of the trained killer of today's gaming world, the military was helping to turn out productive citizens who could think creatively.

Is That a Joystick in Your Pocket, or Are You Just Glad To See Me?
Meanwhile, Norbert Wiener's cybernetic theories of automation were being put into practice by the Defense Department's Advanced Research Projects Agency, known as ARPA (today, called DARPA,) which was the dominant sponsor of computer-related research. Cold War-driven projects like SAGE (Semi Automatic Ground Environment,) an automated air defense network of unmanned jet planes, led to a growing interest in war gaming and command systems studies.

Behavioral psychologists like J.C.R. Licklider were called upon to concoct breathless new theories to explain the emerging interface between man and machine. Licklider had been a participant at Wiener's cybernetics conferences1 and was hired by various government, academic, and private research labs, many of which sprung up with funding from ARPA. While heading the Command and Control Research division of ARPA in 1960, he wrote a paper titled, "Man-Computer Symbiosis." In it he stated, "The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today."

That hope would take form in such later projects as DARPA's Augmented Cognition to create soldier-computer "dyads," and the sterile vision for a "Posthuman Renaissance," where "there are no demarcations between bodily existence and computer simulation, between cybernetic mechanism and biological organism."2 This would become the holy grail of the front-end research that has spun off not only future battlefield technologies, but also much of today's sociopath-creating video-game industry.

Third Wave War
The post-Franklin Roosevelt degeneration in U.S. policy exploded into full view with our entry into the Vietnam War. Among other lessons, the experience on the battlefield demonstrated that victory doesn't come from kill-power alone.

Changes in combat training had increased the firing rate--that is, the percentage of American soldiers who would shoot their weapon at the enemy with the intent to kill--from 15-20% during World War II, to over 95% by the end of the Vietnam War.3 New methods conditioned soldiers to shoot at human-like targets on reflex, to break down the natural psychological aversion to killing other human beings.4 This kind of stimulus-response operant conditioning to create stone-cold killers, would become a central feature of shooter video-games found at most arcades, beginning in the 1980s, and which are now a fixture at U.S. military installations worldwide.

With the Indo-China war as the vehicle, the transition to the so-called Information Age as the supposedly natural evolutionary shift from "second wave" industrial civilization, to "third wave" post-industrial civilization, was celebrated in Alvin and Heidi Toffler's 1980 The Third Wave. In their 1993 follow-up book War and Anti-War, as if stealing from Wells' The Shape of Things to Come, they argued that under the clash between second- and third-wave cultures, nation-states will dissolve as they faced "endless outbreaks of 'small wars.'|" Militaries, including privatized "professionals" on contract with the UN or individual states, would have to be reshaped to adapt to this post-nation-state world of "anarchic turbulence."

At the same time, military officers were closely studying how to apply the concepts of The Third Wave to warfighting. The Army's Training and Doctrine Command, which was formed in 1973 to rethink Army doctrine, would draw on some of the worst concepts then being popularized by "intellectuals" like Toffler and the freakish Stewart Brand to sell the end of national sovereignty in the sleek packaging of globalization.5

In the aftermath of Vietnam, cyberfreaks, New Agers, and downright occultic Satanists threw their efforts into remaking the military. Army officers Col. Paul Vallely and avowed Satanist Lt. Col. Michael Aquino authored a 1980 discussion paper titled, "From PSYOP to MindWar: The Psychology of Victory," detailing a scheme to utilize new technologies to wage the equivalent of psychological Total War, using America's dominance over electronic media to "make possible a penetration of the minds of the world such as would have been inconceivable just a few years ago."6 In the Hobbesian virtual world projected by these utopians, the U.S. military would be the world's high-tech Leviathan, playing whack-a-mole with any upstart regional power that didn't accept the supposedly emerging consensus for a globalized world order.

Named "Transformation," this new paradigm would emphasize smaller, more mobile, more lethal forces, not dependent on the (quickly shrinking) in-depth industrial capacities of the national economy. The "lethality" of the individual "warfighter" would be enhanced by networked communications and other digital technologies. The new military ideal would no longer be the model of the citizen-soldier, but that of the cyborg.

The Military-Entertainment Complex
It was also in 1980 that the military formed its first major partnership with a video-game company, when the Army contracted with Atari to modify its tank-shooter arcade game "Battlezone" for official training use.

Video games had come into their own during the late 1970s, having been developed by veterans of early ARPA-funded defense projects. By 2006, video and PC games had become a $13.5 billion industry (not counting the many online games available for free), including a huge array of war-based games, ranging from re-enactments of World War II battles in the "Medal of Honor" series, to the modern (urban) warfare of "Battlefield 2.7 Today, game company Kuma\War (motto: "Real War News. Real War Games") goes a step further, offering re-enactments of battles only days or weeks old, with a constant real-life source for updated missions coming straight out of the chaos in Iraq and Afghanistan.

Despite "pre-historic" games and graphics, by comparison to today, military recruiters had already begun to troll video arcades by the early 1980s, to find kids whose skills in front of the screen would serve them well in future combat roles.8

With the end of the Cold War, the military's transformation kicked into high gear. Operation Desert Storm was taken as proof by advocates of the RMA that war had entered the Information Age, and would now include such revolutionary features as the massive privatization and outsourcing of core military functions--much like the private army of the British East India Company of the 18th and 19th centuries--to dirty outfits like Cheney's Halliburton.

President Clinton's Defense Secretaries William Perry and William Cohen were also big fans of "information warfare." In a 1997 speech at Fort Irwin, Calif. Cohen told the troops: "What we're witnessing now is the transformation of the level of information as broad and as absolute as one can conceive of it today. So, actual domination of the information world will put us in a position to maintain superiority over any other force for the foreseeable future."9

Despite the proliferation of euphemistic phrases and acronyms to describe this supposedly new form of war, the stench of old-fashioned British-style imperialism is hard to cover up. For example, Pentagon advisor Thomas P.M. Barnett, in his book Blueprint for Action: A Future Worth Creating,10 outlines a lunatic plan to enforce globalization through a combination of "Netcentric" (high-tech automated weapons systems) and "Fourth Generation" (Special Forces counterinsurgency) war, to export security from the "Core" (the globalized Western world and its allies), to the "Gap" (everyone else).

Of course, today's 14-to-25-year-olds are to be the foot soldiers to carry out this imperial wet dream, given that they are "the most overly programmed ... generation that America has ever produced."

'All But War Is Simulation'
While the military pushed ahead with ambitious simulations research throughout the 1980s and 1990s, through such programs as the Simulation Training and Instrument Command (STRICOM)--with the motto, "All But War Is Simulation--and Simulated Network (SIMNET)," virtual reality combat wasn't confined to military research centers. A generation of bored youth was spending increasing amounts of time in virtual battle in the arcade, on their home video-game consoles, and increasingly on their PCs.

As Bill Gates would soon realize, the 1993 release of id Software's "Doom" for the PC was something of an innovation.<11 Although the first-person shooter genre had been introduced with the previous year's "Wolfenstein 3D," "Doom" had more violence and better graphics. Subsequent versions also included the source code, allowing players to modify the game to their personal specifications (like the "God mode" programmed by Columbine killers Harris and Klebold).

It was such a modification that produced "Marine Doom." In 1996, Marine Commandant Charles Krulak issued a memorandum with a directive to find ways to ensure that "Marines come to work and spend part of each day talking about warfighting: learning to think, making decisions, and being exposed to tactical and operational issues," including through the use of "computer-based war games." The Marine Corps Modeling and Simulation Management Office established a "Computer Based Wargames Catalog," and two Marine programmers, who would later go on to work for video-game companies, gave birth to "Marine Doom" as a tactical trainer for four-man combat squads.

The wall separating the commercial and the military market had been decisively breached.

A year later came a report entitled "Modeling and Simulation: Linking Entertainment and Defense," summarizing the proceedings of a National Research Council conference which brought together representatives from the military and entertainment world. Their goal was to map out a working relationship whereby the same cutting edge simulations and virtual reality research brought to bear on enhanced training programs for the military, could also be used in commercially developed and mass-marketed video games. Such would be the mission of the Institute for Creative Technologies (ICT).12

Just Like the Holodeck
With an initial sponsorship of $45 million from the Army, the ICT was established in 1999 at the campus of the University of Southern California, to be the premier laboratory for the science and art, of fantasy. It is staffed with Hollywood writers, graphics designers, and computer engineers, whose simulations research revolves around behavior modeling and artificial intelligence.

But the ultimate aim, explicitly outlined by some of ICT's creators, is to actually construct Star Trek's "holodeck" (the holographic virtual reality room used on the TV show): the ultimate immersive experience.

How to achieve this? As stated in the summary for the ICT's Sensory Environments Evaluation (SEE) project, whose research includes studies on the role of video-game play on performance in simulated environments, "Recent neurobiological studies have found that emotional experiences stimulate mechanisms that enhance the creation of long-term memories. Thus, more effective training scenarios can be designed by incorporating key emotional cues."

Creating memories is exactly what simulations research is all about, where the ultimate measure of success is when reality and simulation become indistinguishable in the mind of the human guinea pig.

In addition to conditioning through immersion, the newest combat training techniques emphasize "increased situational awareness" for "data-rich environments"--namely, the urban battle zones that young Americans are expected to fight in during the coming years. DARPA's Improving Warfighter's Information Intake Under Stress project, otherwise known as Augmented Cognition, shows where this research is headed.

Through a device attached to the soldier's head, brain activity would be directly regulated, creating a man-machine symbiot called a dyad. Here is Huntington's professional soldier with a cyberculture twist: a souped-up warrior whose primary virtue is that he can process information faster and better than the enemy.

The training techniques being designed by today's "visionaries" in virtual technologies and artificial intelligence are, in reality, based on nothing more than the reductionist belief that the human mind is a programmable system, not fundamentally different than an animal or machine. This absurd premise had already been thoroughly refuted by the time of Plato, where, in dialogues like the Meno, Plato demonstrated the characteristic power of the human mind to transcend logical systems--in other words, to change the rules of the game.

Killer Graphics
With ventures like the ICT, the gap between official training simulations and gaming "entertainment," which had been shrinking for 20 years, has all but vanished. The commercial logic of using video games for training is reflected in growing profits for game companies, while the military logic of relying on recruits primed on violent games coheres with the new emphasis on lethality.

In early 2007, "America's Army" surpassed 8 million registered users as one of the topmost played games. Like the extremely popular Counterstrike, America's Army is a networked first-person shooter, with the added feature of taking the recruit through virtual boot camp and basic combat training before the start of a variety of simulated missions, all of it rendered in authentic detail. Although it is a recruiting tool for the U.S. Army, the game is available for free to anyone in the world with an Internet connection and an itchy trigger-finger.

While the PC-based "America's Army" was produced by the Navy's MOVES Institute (headed by Michael Zyda, who chaired the 1996 National Research Council (NRC) conference that included the participation of Facebook "change agent" Gilman Louie),13 the ICT Games Project, with the collaboration of Sony, and game-makers THQ and Pandemic Studios, turned out the console-based "Full Spectrum Warrior" in 2004, with a sequel two years later. The commercial version is only slightly different than that used as an official training aid, although a simple code available to gamers unlocks the military version. The game--whose title refers to the RMA concept of full spectrum dominance, a key term in the Department of Defense's "Joint Force" blueprints for future war--simulates urban combat against fictional Middle Eastern insurgents like the "Mujahideen al-Zeki" and the "Anser al-Ra'id."

Although players gun down "insurgents" and blow up buildings, cars, and people, developers emphasize that, more than anything else, these games teach "leadership skills" and teamwork.

Reality Check
As globalization has brought our once-proud economy to the brink of a violent implosion, our military has been reduced to fighting brutal wars of occupation--a reality which can't be masked by "Newspeak" phrases like "Netcentric Warfare," "Full Spectrum Dominance," or "Third Wave Cyberwar."

So, a challenge stands before the young adult generation of the world today, to choose the pathway for the next 50 years of human history. Recent international developments suggest an imperative that does not involve perpetual war and economic hell. Instead, they point to the possibility of worldwide corridors of development, spanning the globe in a network of nuclear power plants, magnetic levitation rail lines, and new agro-industrial centers.

Such a future will require not a revolution in military affairs, but a revolution in political affairs--beginning with the impeachment of Dick Cheney.


Footnotes
1.  See "INSNA: Handmaidens of British Colonialism," by Dave Christie, in this report.
2.  Tim Lenoir, "All But War Is Simulation: The Military-Entertainment Complex," Configurations, Vol 8, No. 3, Fall 2000.
3.  The concept of the "electronic battlefield" was also first introduced during Vietnam. Military planners, sitting in front of display screens hundreds of miles away, would call in airstrikes on digital blips registered from sensors inserted along the Ho Chi Minh trail, a key supply route for the North Vietnamese. Systems analysts extrapolated the amount of damage their bombs were inflicting on enemy equipment and personnel, but soon discovered that their readings were vastly inflated (It was claimed that more trucks had been destroyed in these operations than actually existed in the country).
4.  Dave Grossman, On Killing: The Psychological Cost of Learning to Kill in War and Society, (Boston: Little, Brown and Co, 1995).
5.  Surrounding these new developments in military practice, was the transition from "counterculture to cyberculture" then taking shape amidst the social and political trauma of the Vietnam years, and chronicled by freaks like Stewart Brand in his 1972 Rolling Stone article, "Spacewar! Fanatic Life and Symbolic Death Among the Computer Bums." (Spacewar! was an early video game that was created at one of MIT's ARPA-funded computer labs.) This new cyberculture would embrace not only the anti-authoritarian romance of digital communalism, typified by the advent of the Internet, but also the supposedly liberating principles of "market populism"--that is, the anti-government economics of globalized free trade (see Harley Schlanger, "From Hippies to Hedge Fund Operators: The Case of Jeff Skoll," EIR, April 20, 2007). As stated by two of today's leading advocates of the RMA, Felix Rohatyn and George Shultz, this supranational economic model was far better suited to the operations of private mercenaries than for national armies that might, after all, be called upon to defend national interests.
6.  Jeffrey Steinberg, "Cheney's 'Spoon-Benders' Pushing Nuclear Armageddon," EIR, Aug. 25, 2005, and "Satanic Subversion of the U.S. Military," EIR, July 2, 1999.
7.  The favorite "game" of Finnish classroom killer Pekka-Eric Auvinen. See "The New Cult of the Suicide Bomber," by Nick Walsh, in this report.
8.  Ed Halter, "From Sun Tzu to Xbox: War and Video Games" (New York: Thunder's Mouth Press, 2006).
9.  James Der Derian, Virtuous War, (Boulder: Westfield Press, 2001).
10. G.P. Putnam's Sons, 2005
11. See "Facebook: A Tombstone With a Picture Attached," by Nick Walsh and Megan Beets, this report.
12. "ICT's 'Full Spectrum Warrior: Virtual Reality Prepares Soldiers for Real War': One blistering afternoon in Iraq, while fighting insurgents in the northern town of Mosul, Sgt. Sinque Swales opened fire with his .50-cal. That was only the second time, he says, that he ever shot an enemy. A human enemy. 'It felt like I was in a big video game. It didn't even faze me, shooting back. It was just natural instinct. Boom! Boom! Boom! Boom!' remembers Swales, a fast-talking, deep-voiced, barrel-chested 29-year-old from Chesterfield, Va. He was a combat engineer in Iraq for nearly a year. Like many soldiers in the 276th Engineer Battalion, whose PlayStations and Xboxes crowded the trailers that served as their barracks, he played games during his downtime. 'Halo 2,' the sequel to the best-selling first-person shooter game, was a favorite. So was 'Full Spectrum Warrior,' a military-themed title developed with help from the U.S. Army." --From the ICT website.
13. Ibid, "Facebook."
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The Noosphere vs. Blogosphere:
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http://lovescapenovels.rolf-witzsche.com/terminator_games7.html
Video Games and the Wars of the Future

by Oyang Teng

``In 2013, the Army will unleash a new breed of soldier. A soldier whose lethality has been honed by the finest technologies. A soldier equipped to see first and strike decisively. Today, he's yours to command."
--Advertisement for the video game "Ghost Recon: Advanced Warfighter"

 

Welcome to Dick Cheney's fantasy world, where the U.S. fights permanent wars against the ``failed states" of the Third World, with legions of Special Forces hunter-killer squads backed up by ``shock and awe" air power. Forget that the reality in Iraq and Afghanistan has been a disaster; the so-called Revolution in Military Affairs (RMA) continues, with heavy emphasis on automated and space-based weapons systems, ``information dominance," and computer simulation.

If the wars of the future are to be fought by a new breed of soldier, a ready pool of potential recruits is already being trained. Many of them have not yet entered the military, or even high school, and some have never touched a weapon. But, thanks to a perverted transformation of the ``Military-Industrial Complex" into the newly-styled ``Military-Entertainment Complex," the video games of today are brainwashing today's 14-to-25-year-olds for the wars of tomorrow.

``Ghost Recon," which is based on the premise of a near-future ``U.S. intervention on Mexican soil in order to bring back Democracy," was developed by Ubisoft, in conjunction with the Army, to showcase its Future Force Warrior concept that it plans to implement soon. ``America's Army," an enormously popular online game, was developed by the Modeling, Virtual Environment and Simulation Institute at the Naval Postgraduate School, and released in 2002 as the ``U.S. Army's Official Game" to bolster recruitment.

Today's trigger-happy gamer has the choice of hundreds of similar titles plying virtual violence as entertainment--and as training. With American fighting forces bogged down in Southwest Asia, this new phase in the militarization of entertainment and the commercialization of war is only the latest in a long-term project to destroy the U.S. military from within. Combined with the man-machine doctrine of cybernetics, the post-war military transformation has been a key feature of the imperial policy of globalization now being used as the imperative for new wars of ``Democracy."

 
The Soldier and the State

In 1957, when Samuel Huntington wrote the RMA founding treatise, The Soldier and the State: The Theory and Politics of Civil-Military Relations, the United States was already in the midst of a degeneration into a post-industrial state. President Kennedy's extraordinary scientific-industrial drive for the Apollo project was only a temporary interruption in the design for what Zbigniew Brzezinski called a `technetronic' society. As capital-intensive investment in agriculture and industry gave way to an emphasis on the white-collar services economy, another pillar of national sovereignty, the institution of the military, was under assault by what President Eisenhower warned was the ``Military-Industrial Complex."

Huntington claimed, in the spirit of H.G. Wells, that, ``The professional army which fights well because it is its job to fight well is far more reliable than the political army which fights well only while sustained by a higher purpose.... The military quality of the professional is independent of the cause for which he fights. The supreme military virtue is obedience." According to Huntington, who today champions a ``Clash of Civilizations," the Korean War was exemplary since it was the first major war in which the American soldier ``fought solely and simply because he was ordered to fight it and not because he shared any identification with the political goals for which the war was being fought. Instead, he developed a supreme indifference to the political goals of the war--the traditional hallmark of the professional."

It is no surprise that Huntington explicitly attacked the influence of France's Ecole Polytechnique on the 19th-Century curriculum of West Point, America's premier academy for military officers. With a heavy emphasis on subjects like constructive geometry, West Point produced the nation's leading engineers, who directed the massive rail-building projects that integrated the continental expanse of the country. These served as an essential part of the nation's military, as well as economic security. Instead of the trained killer of today's gaming world, the military was helping to turn out productive citizens who could think creatively.

 
Is That a Joystick in Your Pocket, or Are You Just Glad To See Me?

Meanwhile, Norbert Wiener's cybernetic theories of automation were being put into practice by the Defense Department's Advanced Research Projects Agency, known as ARPA (today, called DARPA,) which was the dominant sponsor of computer-related research. Cold War-driven projects like SAGE (Semi Automatic Ground Environment,) an automated air defense network of unmanned jet planes, led to a growing interest in war gaming and command systems studies.

Behavioral psychologists like J.C.R. Licklider were called upon to concoct breathless new theories to explain the emerging interface between man and machine. Licklider had been a participant at Wiener's cybernetics conferences[1] and was hired by various government, academic, and private research labs, many of which sprung up with funding from ARPA. While heading the Command and Control Research division of ARPA in 1960, he wrote a paper titled, ``Man-Computer Symbiosis." In it he stated, ``The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today."

That hope would take form in such later projects as DARPA's Augmented Cognition to create soldier-computer ``dyads," and the sterile vision for a ``Posthuman Renaissance," where ``there are no demarcations between bodily existence and computer simulation, between cybernetic mechanism and biological organism."[2] This would become the holy grail of the front-end research that has spun off not only future battlefield technologies, but also much of today's sociopath-creating video-game industry.

 
Third Wave War

The post-Franklin Roosevelt degeneration in U.S. policy exploded into full view with our entry into the Vietnam War. Among other lessons, the experience on the battlefield demonstrated that victory doesn't come from kill-power alone.

Changes in combat training had increased the firing rate--that is, the percentage of American soldiers who would shoot their weapon at the enemy with the intent to kill--from 15-20% during World War II, to over 95% by the end of the Vietnam War.[3] New methods conditioned soldiers to shoot at human-like targets on reflex, to break down the natural psychological aversion to killing other human beings.[4] This kind of stimulus-response operant conditioning to create stone-cold killers, would become a central feature of shooter video-games found at most arcades, beginning in the 1980s, and which are now a fixture at U.S. military installations worldwide.

With the Indo-China war as the vehicle, the transition to the so-called Information Age as the supposedly natural evolutionary shift from ``second wave" industrial civilization, to ``third wave" post-industrial civilization, was celebrated in Alvin and Heidi Toffler's 1980 The Third Wave. In their 1993 follow-up book War and Anti-War, as if stealing from Wells' The Shape of Things to Come, they argued that under the clash between second- and third-wave cultures, nation-states will dissolve as they faced ``endless outbreaks of `small wars.'|" Militaries, including privatized ``professionals" on contract with the UN or individual states, would have to be reshaped to adapt to this post-nation-state world of ``anarchic turbulence."

At the same time, military officers were closely studying how to apply the concepts of The Third Wave to warfighting. The Army's Training and Doctrine Command, which was formed in 1973 to rethink Army doctrine, would draw on some of the worst concepts then being popularized by ``intellectuals" like Toffler and the freakish Stewart Brand to sell the end of national sovereignty in the sleek packaging of globalization.[5]

In the aftermath of Vietnam, cyberfreaks, New Agers, and downright occultic Satanists threw their efforts into remaking the military. Army officers Col. Paul Vallely and avowed Satanist Lt. Col. Michael Aquino authored a 1980 discussion paper titled, ``From PSYOP to MindWar: The Psychology of Victory," detailing a scheme to utilize new technologies to wage the equivalent of psychological Total War, using America's dominance over electronic media to ``make possible a penetration of the minds of the world such as would have been inconceivable just a few years ago."[6] In the Hobbesian virtual world projected by these utopians, the U.S. military would be the world's high-tech Leviathan, playing whack-a-mole with any upstart regional power that didn't accept the supposedly emerging consensus for a globalized world order.

Named ``Transformation," this new paradigm would emphasize smaller, more mobile, more lethal forces, not dependent on the (quickly shrinking) in-depth industrial capacities of the national economy. The ``lethality" of the individual ``warfighter" would be enhanced by networked communications and other digital technologies. The new military ideal would no longer be the model of the citizen-soldier, but that of the cyborg.

 
The Military-Entertainment Complex

It was also in 1980 that the military formed its first major partnership with a video-game company, when the Army contracted with Atari to modify its tank-shooter arcade game ``Battlezone" for official training use.

Video games had come into their own during the late 1970s, having been developed by veterans of early ARPA-funded defense projects. By 2006, video and PC games had become a $13.5 billion industry (not counting the many online games available for free), including a huge array of war-based games, ranging from re-enactments of World War II battles in the ``Medal of Honor" series, to the modern (urban) warfare of ``Battlefield 2.[7] Today, game company Kuma\War (motto: ``Real War News. Real War Games") goes a step further, offering re-enactments of battles only days or weeks old, with a constant real-life source for updated missions coming straight out of the chaos in Iraq and Afghanistan.

Despite ``pre-historic" games and graphics, by comparison to today, military recruiters had already begun to troll video arcades by the early 1980s, to find kids whose skills in front of the screen would serve them well in future combat roles.[8]

With the end of the Cold War, the military's transformation kicked into high gear. Operation Desert Storm was taken as proof by advocates of the RMA that war had entered the Information Age, and would now include such revolutionary features as the massive privatization and outsourcing of core military functions--much like the private army of the British East India Company of the 18th and 19th centuries--to dirty outfits like Cheney's Halliburton.

President Clinton's Defense Secretaries William Perry and William Cohen were also big fans of ``information warfare." In a 1997 speech at Fort Irwin, Calif. Cohen told the troops: ``What we're witnessing now is the transformation of the level of information as broad and as absolute as one can conceive of it today. So, actual domination of the information world will put us in a position to maintain superiority over any other force for the foreseeable future."[9]

Despite the proliferation of euphemistic phrases and acronyms to describe this supposedly new form of war, the stench of old-fashioned British-style imperialism is hard to cover up. For example, Pentagon advisor Thomas P.M. Barnett, in his book Blueprint for Action: A Future Worth Creating,[10] outlines a lunatic plan to enforce globalization through a combination of ``Netcentric" (high-tech automated weapons systems) and ``Fourth Generation" (Special Forces counterinsurgency) war, to export security from the ``Core" (the globalized Western world and its allies), to the ``Gap" (everyone else).

Of course, today's 14-to-25-year-olds are to be the foot soldiers to carry out this imperial wet dream, given that they are ``the most overly programmed ... generation that America has ever produced."

 
`All But War Is Simulation'

While the military pushed ahead with ambitious simulations research throughout the 1980s and 1990s, through such programs as the Simulation Training and Instrument Command (STRICOM)--with the motto, ``All But War Is Simulation--and Simulated Network (SIMNET)," virtual reality combat wasn't confined to military research centers. A generation of bored youth was spending increasing amounts of time in virtual battle in the arcade, on their home video-game consoles, and increasingly on their PCs.

As Bill Gates would soon realize, the 1993 release of id Software's ``Doom" for the PC was something of an innovation.<[11] Although the first-person shooter genre had been introduced with the previous year's ``Wolfenstein 3d," ``Doom" had more violence and better graphics. Subsequent versions also included the source code, allowing players to modify the game to their personal specifications (like the ``God mode" programmed by Columbine killers Harris and Klebold).

It was such a modification that produced ``Marine Doom." In 1996, Marine Commandant Charles Krulak issued a memorandum with a directive to find ways to ensure that ``Marines come to work and spend part of each day talking about warfighting: learning to think, making decisions, and being exposed to tactical and operational issues," including through the use of ``computer-based war games." The Marine Corps Modeling and Simulation Management Office established a ``Computer Based Wargames Catalog," and two Marine programmers, who would later go on to work for video-game companies, gave birth to ``Marine Doom" as a tactical trainer for four-man combat squads.

The wall separating the commercial and the military market had been decisively breached.

A year later came a report entitled ``Modeling and Simulation: Linking Entertainment and Defense," summarizing the proceedings of a National Research Council conference which brought together representatives from the military and entertainment world. Their goal was to map out a working relationship whereby the same cutting edge simulations and virtual reality research brought to bear on enhanced training programs for the military, could also be used in commercially developed and mass-marketed video games. Such would be the mission of the Institute for Creative Technologies (ICT).[12]

 
Just Like the Holodeck

With an initial sponsorship of $45 million from the Army, the ICT was established in 1999 at the campus of the University of Southern California, to be the premier laboratory for the science and art, of fantasy. It is staffed with Hollywood writers, graphics designers, and computer engineers, whose simulations research revolves around behavior modeling and artificial intelligence.

But the ultimate aim, explicitly outlined by some of ICT's creators, is to actually construct Star Trek's ``holodeck" (the holographic virtual reality room used on the TV show): the ultimate immersive experience.

How to achieve this? As stated in the summary for the ICT's Sensory Environments Evaluation (SEE) project, whose research includes studies on the role of video-game play on performance in simulated environments, ``Recent neurobiological studies have found that emotional experiences stimulate mechanisms that enhance the creation of long-term memories. Thus, more effective training scenarios can be designed by incorporating key emotional cues."

Creating memories is exactly what simulations research is all about, where the ultimate measure of success is when reality and simulation become indistinguishable in the mind of the human guinea pig.

In addition to conditioning through immersion, the newest combat training techniques emphasize ``increased situational awareness" for ``data-rich environments"--namely, the urban battle zones that young Americans are expected to fight in during the coming years. DARPA's Improving Warfighter's Information Intake Under Stress project, otherwise known as Augmented Cognition, shows where this research is headed.

Through a device attached to the soldier's head, brain activity would be directly regulated, creating a man-machine symbiot called a dyad. Here is Huntington's professional soldier with a cyberculture twist: a souped-up warrior whose primary virtue is that he can process information faster and better than the enemy.

The training techniques being designed by today's ``visionaries" in virtual technologies and artificial intelligence are, in reality, based on nothing more than the reductionist belief that the human mind is a programmable system, not fundamentally different than an animal or machine. This absurd premise had already been thoroughly refuted by the time of Plato, where, in dialogues like the Meno, Plato demonstrated the characteristic power of the human mind to transcend logical systems--in other words, to change the rules of the game.

 
Killer Graphics

With ventures like the ICT, the gap between official training simulations and gaming ``entertainment," which had been shrinking for 20 years, has all but vanished. The commercial logic of using video games for training is reflected in growing profits for game companies, while the military logic of relying on recruits primed on violent games coheres with the new emphasis on lethality.

In early 2007, ``America's Army" surpassed 8 million registered users as one of the topmost played games. Like the extremely popular Counterstrike, America's Army is a networked first-person shooter, with the added feature of taking the recruit through virtual boot camp and basic combat training before the start of a variety of simulated missions, all of it rendered in authentic detail. Although it is a recruiting tool for the U.S. Army, the game is available for free to anyone in the world with an Internet connection and an itchy trigger-finger.

While the PC-based ``America's Army" was produced by the Navy's MOVES Institute (headed by Michael Zyda, who chaired the 1996 National Research Council (NRC) conference that included the participation of Facebook ``change agent" Gilman Louie),[13] the ICT Games Project, with the collaboration of Sony, and game-makers THQ and Pandemic Studios, turned out the console-based ``Full Spectrum Warrior" in 2004, with a sequel two years later. The commercial version is only slightly different than that used as an official training aid, although a simple code available to gamers unlocks the military version. The game--whose title refers to the RMA concept of full spectrum dominance, a key term in the Department of Defense's ``Joint Force" blueprints for future war--simulates urban combat against fictional Middle Eastern insurgents like the ``Mujahideen al-Zeki" and the ``Anser al-Ra'id."

Although players gun down ``insurgents" and blow up buildings, cars, and people, developers emphasize that, more than anything else, these games teach ``leadership skills" and teamwork.

 
Reality Check

As globalization has brought our once-proud economy to the brink of a violent implosion, our military has been reduced to fighting brutal wars of occupation--a reality which can't be masked by ``Newspeak" phrases like ``Netcentric Warfare," ``Full Spectrum Dominance," or ``Third Wave Cyberwar."

So, a challenge stands before the young adult generation of the world today, to choose the pathway for the next 50 years of human history. Recent international developments suggest an imperative that does not involve perpetual war and economic hell. Instead, they point to the possibility of worldwide corridors of development, spanning the globe in a network of nuclear power plants, magnetic levitation rail lines, and new agro-industrial centers.

Such a future will require not a revolution in military affairs, but a revolution in political affairs--beginning with the impeachment of Dick Cheney.

-----------------------------------------------------------------------------------------------------------------------

[1] See ``INSNA: Handmaidens of British Colonialism," by Dave Christie, in this report.

[2] Tim Lenoir, ``All But War Is Simulation: The Military-Entertainment Complex," Configurations, Vol 8, No. 3, Fall 2000.

[3]The concept of the ``electronic battlefield" was also first introduced during Vietnam. Military planners, sitting in front of display screens hundreds of miles away, would call in airstrikes on digital blips registered from sensors inserted along the Ho Chi Minh trail, a key supply route for the North Vietnamese. Systems analysts extrapolated the amount of damage their bombs were inflicting on enemy equipment and personnel, but soon discovered that their readings were vastly inflated (It was claimed that more trucks had been destroyed in these operations than actually existed in the country).

[4]Dave Grossman, On Killing: The Psychological Cost of Learning to Kill in War and Society, (Boston: Little, Brown and Co, 1995).

[5] Surrounding these new developments in military practice, was the transition from ``counterculture to cyberculture" then taking shape amidst the social and political trauma of the Vietnam years, and chronicled by freaks like Stewart Brand in his 1972 Rolling Stone article, ``Spacewar! Fanatic Life and Symbolic Death Among the Computer Bums." (Spacewar! was an early video game that was created at one of MIT's ARPA-funded computer labs.) This new cyberculture would embrace not only the anti-authoritarian romance of digital communalism, typified by the advent of the Internet, but also the supposedly liberating principles of ``market populism"--that is, the anti-government economics of globalized free trade (see Harley Schlanger, ``From Hippies to Hedge Fund Operators: The Case of Jeff Skoll," EIR, April 20, 2007). As stated by two of today's leading advocates of the RMA, Felix Rohatyn and George Shultz, this supranational economic model was far better suited to the operations of private mercenaries than for national armies that might, after all, be called upon to defend national interests.

[6] Jeffrey Steinberg, ``Cheney's `Spoon-Benders' Pushing Nuclear Armageddon," EIR, Aug. 25, 2005, and ``Satanic Subversion of the U.S. Military," EIR, July 2, 1999.

[7] The favorite ``game" of Finnish classroom killer Pekka-Eric Auvinen. See ``The New Cult of the Suicide Bomber," by Nick Walsh, in this report.

[8] Ed Halter, ``From Sun Tzu to Xbox: War and Video Games" (New York: Thunder's Mouth Press, 2006).

[9] James Der Derian, Virtuous War, (Boulder: Westfield Press, 2001).

[10] G.P. Putnam's Sons, 2005

[11] See ``Facebook: A Tombstone With a Picture Attached," by Nick Walsh and Megan Beets, this report.

[12] ``ICT's `Full Spectrum Warrior: Virtual Reality Prepares Soldiers for Real War': One blistering afternoon in Iraq, while fighting insurgents in the northern town of Mosul, Sgt. Sinque Swales opened fire with his .50-cal. That was only the second time, he says, that he ever shot an enemy. A human enemy. `It felt like I was in a big video game. It didn't even faze me, shooting back. It was just natural instinct. Boom! Boom! Boom! Boom!' remembers Swales, a fast-talking, deep-voiced, barrel-chested 29-year-old from Chesterfield, Va. He was a combat engineer in Iraq for nearly a year. Like many soldiers in the 276th Engineer Battalion, whose PlayStations and Xboxes crowded the trailers that served as their barracks, he played games during his downtime. `Halo 2,' the sequel to the best-selling first-person shooter game, was a favorite. So was `Full Spectrum Warrior,' a military-themed title developed with help from the U.S. Army." --From the ICT website.

[13] Ibid, ``Facebook."
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« Reply #12 on: June 19, 2011, 03:41:32 PM »

Universal Squadrons (2011)
http://www.imdb.com/title/tt1535606/

After returning to civilian life as a Texas rancher, Captain Lance Deakin fends off attacks from former members of his unit as he struggles to uncover the truth of what he did as a soldier in Iraq. The military performed experiments on Lance and his men to turn them into super-soldiers and brainwashed them to remember their top secret missions as the hyper-violent content of a video game called MINUTEMAN.

Watch this movie ASAP!
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All eyes are opened, or opening, to the rights of man. The general spread of the light of science has already laid open to every view the palpable truth, that the mass of mankind has not been born with saddles on their backs, nor a favored few booted and spurred, ready to ride them legitimately
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« Reply #13 on: July 03, 2011, 04:20:13 PM »

this is a good thread to people who don't realize what the actual intention or aim or videogames were.

Command and control through several inputs

1. Societal programming. Women to be influenced by girly games. Boys to be directed or brainwashed by war-games.
2. Simulation combat training for future recruits
3. all games are in some ways about conflict or battle. Life is always a battle between two sides, ying and yang. Hegelian dialectic process.

IF you raise a child that is not sabbotaged by societal traps like poisonous food, massive propaganda machines.
I can bet you that your child will be recruited by IN-Q-Tel or the pentagon to help their ultimate goal of cyber-netic Globalization through Revolutions in Military Affairs and other sophisticated techniques like psychology(neuro behaviorism, psycho-analytics, Neuro-linguistics,).

DON"T be intimidated by these big phrases and terminology. Try to understand the concepts on a rational basis. By being calm about learning these big words like RMA or Cyber-netics. you will start to truly understand geo politics on a level that parallels .001 % of the populace which understands the aim or architecture of World Domination and long thought out Global business plans dating hundreds of years past.
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Detox with cilantro:

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