Abstract

ABSTRACT The article examines the relationship between the military model of autonomous weapons and the use of AI combat entities in computer games. The author explores how the technological and discursive model of autonomous weapons functions in the software created to entertain the players. The methodology of the article is based on Kittlerian media discourse analysis and media archaeology. The article focuses on a case of predatory AI that hunts the player in Alien: Isolation game. The author compares technologies of automated warfare (the Igloo White Operation, Predator and Reaper drones, Project Pigeon etc.) with the game to reveal that certain military aspects (automated tracking, killing, manhunt, mental manipulation etc.) recur in the software. The pleasure of playing games masks the military entrapment. The author explains how the software exploits the joys of being ‘immersed’ in a machine. The gameplay implements the cybernetic project of man-machine interaction, providing the player with an illusion of control. In reality, the AI system manages the player’s behaviour and emotions, making them enjoy being preyed on. The author ponders how the domesticated pleasure of playing against killing bots may be used to develop autonomous weapons and become weaponised against humans.

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