The Political Games Surrounding Video Games
Rayonic writes "We all know the issue surrounding those who want to ban violent games, but a TechCentralStation editorial asks - can playing war games influence your political sensibilities? The media, for instance, are usually very ignorant of what goes on during military maneuvers. But a few days of playing Ghost Recon or America's Army might make you more knowledgeable than the average reporter (or even lawmaker), as the writer argues that 'the spread of military knowledge via wargaming might lead to political changes in the way war is perceived by Americans'."
The context of that quote was at the strategic or tactical level.
No-one suggested these games educate their players on the grotesqueries of war.
It was the author's assumption that military video games provide a reasonable facsimile to actual military endeavors on the tactical levels. The US Armed Forces agrees with that to the tune of repeated lip service and continued funding into game-like tactical training tools, which increasingly find a civilian market.
The games are thereby educating gamers, not to become soliders, but to understand maneuvers, the inevitability of accidents, and the scope of battle beyond typical war reporting.
These games aren't going to prepare people to deal with the emotions of seeing friendly fire or civilian casualties. These games will simply prepare gamers to expect friendly fire and civilian casualties as being an inavoidable byproduct of war, and will allow them to understand how soldiers can make such tragic mistakes in the first place.
The article is talking about wargamers political reactions to actual war reporting here. Not their abilities to personally function during actual war.
// "Can't clowns and pirates just -try- to get along?"