For my final project, I intend to write about the relationship between games and the military industrial complex. My paper will center around the question of why we like to replicate war in games, and what the effect of this mimicry is on our understanding of war’s relationship to culture. My paper will examine if and how militarism is ushered into our unconscious through the games we play and witness in everyday contexts, placing a particular emphasis on the tools and methods of warfare (rather than the explicit acting-out of conflict). Is there a violent meta-language in games like Risk that may seem innocent to us? Are we complicit in sharpening state surveillance tools when we play Pokémon GO? Through research into the development of war games, I hope to resolve some of the questions I have around the consequences of militarism on play.
While games are typically thought of as all fun and play, scholars like Mary Flanagan and Shoshana Zuboff push us towards a critical analysis of play, where we discover elements of the military industrial complex embedded, for example, in the surveillance data and locative media central to some games. We might also consider the psychological connections between the state of play and the military state: Brian Sutton-Smith encourages us to consider the “dark side of play”, which implicates power and social relationships in the context of games. In addition to a close-reading of the tools and language of the military industrial complex in game design, my paper will examine the explicit replication of war in games, taking examples from simulated war games like Call of Duty and official “war gaming” to sports games that enact the agonistic qualities of play. My research will be supported by our readings from Flanagan’s Critical Play (2009), Zuboff’s The Age of Surveillance Capitalism (2018), Sutton-Smith’s The Ambiguity of Play (1997); as well as writing found off the syllabus, including T.J. Cornell and T.B. Allen’s book War and Games (2002), James Der Derian’s 1990 article, “The Simulation Syndrome: From Warn Games to Game Wars”, and Matthew Thomas Payne’s book Playing War: Military Games After 9/11 (2016). I will also consider texts that challenge the relationship between war, games, and our own perceptions of national identity and cultural memory, such as Phillip Hammond and Holger Potszch’s book War Games: Memory, Militarism, and the Subject of Play (2021) and Pötzsch, H. & Šisler, V.’s article “Playing cultural memory: Framing history in Call of Duty: Black Ops and Czechoslovakia 38–89: Assassination”. My paper might, at this point, benefit from a more narrow focus: I may hone in on Google Earth as a way to synthesize my interests in data surveillance, locative games, and military strategies presented through game design. Finally, I will turn to theorists like Judith Butler to engage with the affect of war in playable media. Butler’s 2009 book The Frames of War offers a critical analysis of the media’s portrayal of armed conflict, which surely complicates the creation of propagandistic war games developed in the aftermath of 9/11.

