Title Page, Table of Contents, Abstract
Transcription
Title Page, Table of Contents, Abstract
Full Spectrum Propaganda: The U.S. Military, Video Games, and the Genre of the Military-Themed Shooter ♦ ♥ ♣ David A. Clearwater Department of Art History and Communications Studies McGill University, Montreal May, 2006 A thesis submitted to McGill University in partial fulfillment of the requirements for the degree of Doctor of Philosophy. © David A. Clearwater, 2006 ii Table of Contents Acknowledgements .................................................................................... iv Abstract...................................................................................................... v Preface ....................................................................................................... vii 1. Twentieth Century War, Media, and Popular Culture ............................. 1 2. Spectatorship and the Shift from Total to Limited War .......................... 51 3. A Synopsis of the Video Game Industry.................................................. 79 4. The U.S. Military, Recruiting and the Video Game Industry .................... 103 5. Genre, Video Game Studies and the Military-Themed Shooter............... 133 Image File (Chapter 6) ..................................................................... 169 6. The Military-Themed Shooter Genre and Game Structure ...................... 175 Image File (Chapter 7) ..................................................................... 207 7. Authenticity and Realism in Military-Themed Shooters .......................... 213 8. The Politics of Gameplay ........................................................................ 239 9. Conclusion: War, Militainment, and Simulation ..................................... 269 Bibliography / Gameography...................................................................... 285 iii Acknowledgements The path leading to this dissertation has been long and circuitous. It started in 1998 in Montreal, with enrolment at McGill’s Graduate Program in Communications (which later became the Department of Art History and Communications Studies after a departmental merger) and continued with a teaching appointment commencing in 2001 at the Department of New Media in the Faculty of Fine Arts at the University of Lethbridge. This path, and the fact that a final draft would not emerge until August of 2005, meant that many individuals have influenced this dissertation. At McGill, I would like to thank Will Straw (AHCS) and Berkeley Kaite (Department of English) for their guidance and patience throughout this process, as well as Charles Levin, Yehudi Lindeman, David Crowley, and Gertrude Robinson for their knowledge and inspiration. At McLennan Library (McGill), I need to acknowledge David McKnight and a warm ‘thank you’ goes to Marilyn Berger and Bozena Latincic at the Blackader-Lauterman Library of Architecture and Art. Friends and fellow students in Montreal were integral. I would like to thank Brennan Wauters, Christopher Hills-Wright, ‘Jessica Rabbit,’ and Allain Julfayan for endless and immensely enjoyable discussions of film, history, media and ‘point of view.’ To Crystal Beliveau, Anita Slominska, Jennifer Varkonyi, Tammy Schachter, Joya Balfour, Geoff Stahl, Bianca Hook, Kim Diggins, and Ingrid Bejerman: I thank you for your inspiration and diverse knowledge of the world. For their friendship and knowledge of libraries as well as reference and research expertise, I would like to sincerely thank Robin Canuel and Carl Reglar. Moving to Lethbridge focused my interest in interactive media, popular culture, and video games. Consequently, colleagues and students were important influences and constant sources of information. Special thanks to Neal Thomas, James Graham, Anna Pickering, and Bob Cousins in the Department of New Media and Chess Skinner, Dean of Fine Arts. I also need to acknowledge the encouragement and solidarity felt while at the Society for Cinema and Media Studies conference in Atlanta in 2004 where early work was presented. No less significant is the contribution made by the staff of EB Games in Lethbridge (especially Carley and Mike) for their assistance in tracking down games and for steering interesting titles my way. Finally, I would like to thank my family for always putting up with me. iv Abstract Full Spectrum Propaganda: The U.S. Military, Video Games, and the Genre of the Military-Themed Shooter This dissertation explores the emerging relationship between the U.S. military and the commercial video game market. Specifically, this study situates this relationship in terms of the U.S. military’s evolving role in a variety of media—such as Hollywood feature films, television, and television news—for the purposes of propaganda and the influencing of public opinion. Consequently, an analysis and critique of the U.S. military’s production and commissioning of commercial video games will be advanced that takes into account contemporary analyses and media critiques with respect to war and representation. Since these games are also a part of the larger field of entertainment and cultural production, this study will attempt to understand these products for the complex ways they combine cultural expression, modern spectatorship and the desire to influence or mediate popular conceptions of war. Consideration will also be given to situating these products within the emerging field of video game studies and aesthetics, as well as questions concerning genre, realism, historical revisionism, and the ethics of simulation. ♠ La propagande « Full Spectrum » : L’armée américaine, les jeux vidéo et le genre du tireur militaire La présente dissertation explore la relation naissante entre l’armée américaine et le marché du jeu vidéo. Plus précisément, elle situe cette relation en fonction de l’évolution du rôle de l’armée américaine dans une variété de médias, tel les films hollywoodiens, la télévision et les nouvelles, dans le but d’influencer l’opinion publique par le biais de la propagande. Par conséquent, nous présenterons une analyse et une critique de la production et de la commande par l’armée américaine de jeux vidéo, en tenant compte des analyses et des critiques de médias actuelles sur la guerre et sa représentation. Étant donné que ces jeux font également partie du domaine plus large du divertissement et des produits culturels, cette étude tentera de comprendre la manière complexe dont ces produits allient expression culturelle, spectacle moderne et désir d’influencer la conception populaire de la guerre. Nous tâcherons également d’identifier la place qu’occupent ces produits dans les théories récentes sur les jeux vidéo et leur esthétique, et nous nous questionnerons sur le genre, le réalisme, le révisionnisme historique et l’éthique de la simulation. v vi