Abstract

With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective, a potentially productive means of understanding the complexities of this sphere is through the lens of Michel Foucault’s notion of governmentality—a concept that ties together the actions and preferred outcomes of the modern surveillance state with the microlevel actions of individual behavior. In this analytical framework, social norms are inculcated through subtle forms of coercion, where the state establishes the field of action in which state subjects ultimately perform self-discipline. This article argues that the first person shooter genre inculcates what I refer to as the governmentality of battlefield space: a form of discipline in which players adhere to gamic norms of performance—efficiency, proficiency, and masculine performativity—which are delineated by ludic structures and largely understood on terms which originate within the social ecology of gaming. The genre accomplishes this though disciplinary techniques such as informational verisimilitude, statistics, and masculinized “gamer” discourse, particularly during multiplayer instances, in which players constitute social understandings of what is “good” and “bad” play. It is on these terms that virtual combat performance and player performance become conflated in a kind of masculinized performance, which both adheres to and undermines traditional, hegemonic norms of (Western) military masculinity. This phenomenon transcends local social realities, and highlights the ways in which particular aspects of gaming and combat appear to have increasingly overlapping phenomenological and ontological qualities, working to produce a form of self-performance that may be required of tomorrow’s soldiers.

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