Video Games and the Militarization of Society
Chapter 7. The Military Habitus
← 92 | 93 → · 7 ·
THE MILITARY HABITUS
The games—that was what they lived for. That was what filled the hours between waking and sleeping.
—Ender’s Game (Card, 2002, p. 46)
In the early part of the last decade the author of a science fiction novel envisaged a future where young children are prepared for war using a game-based training system. The novel in question is Ender’s Game, by Orson Scott Card, and it has become a science fiction classic that has had a significant impact on the thinking of elements within the U.S. military. The book describes how the games played by these children at once both test the skills and abilities of the youngsters but also prepare them for the real conflict to come. The simulations they use are structured as games but are in fact a precursor to the life-and-death struggle they are destined to become a part of. Ender’s Game and its vision of utilizing a game-based training system, in the form of a series of simulated war scenarios, has had a profound impact on the development of U.S. simulation applications, recruitment strategies, and war-fighting preparedness.
You are not authenticated to view the full text of this chapter or article.
This site requires a subscription or purchase to access the full text of books or journals.
Do you have any questions? Contact us.Or login to access all content.