Digital militainment by design: producing and playing SOCOM: U.S. Navy SEALs | Intellect Skip to content
1981
Volume 5, Issue 3
  • ISSN: 1740-8296
  • E-ISSN: 2040-0918

Abstract

This article examines the nexus of global digital capitalism and US militarism in two popular war games: and supports digital capitalism's economic interests and the US military's promotional goals in four related contexts. In its production context, is glocalized digital militainment that was synergistically co-produced by Sony Corporation (a media corporation, based in Tokyo, Japan), Zipper Interactive (a US game design firm based in Redmond, Washington) and US Naval Special Warfare (an elite branch of the US Navy). In its development context, is a hyperreal war game that was digitally designed to simulate Network Centric Warfare (NCW) and cyborg-soldiering; it serves PS2 branding functions and US Navy SEALs promotion and recruitment functions. In its publishing/circulation context, 's marketing messages visually merge the home front and battle front and promote militarized play as hyper-masculine identity affirmation. In the context of play, 's design structures virtual cyborg-soldiering.

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/content/journals/10.1386/macp.5.3.161_1
2009-10-01
2024-04-25
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