HOME
DV NEWS
SERVICE ARCHIVE LETTERS SUBMISSIONS/CONTACT ABOUT DV
The
Military-Industrial-Entertainment Complex
Takes
Training Over "There"
by
Nick Turse
Dissident
Voice
November 6, 2003
Over there, over there,
Send
the word, send the word, over there --
That
the (virtual-militarized-avatar-) Yanks are coming,
The
(virtual-militarized-avatar-) Yanks are coming,
The
(digital) drums rum-tumming
(virtually)
Ev'rywhere.
So
prepare, say a pray'r,
Send
the word, send the word to beware.
We'll
be over, we're coming over,
And
we won't come back till it's over
Over
there.
--
"Over There" (1917), a popular patriotic song penned by George M.
Cohan celebrating U.S. entry into World War I (which earned Cohan a medal from
Congress) -- with updates (2003) by Nick Turse (who expects no such medal for
his efforts).
In
the last week of October, There, Inc, a Silicon Valley start-up, launched a new
subscription-based on-line game, "There" (www.there.com/index.html) -- as in
not Here but Elsewhere. Billed as a "getaway" ("game" is a
verboten term in There's new world of on-line experiences), it is actually
similar to other online role-playing games like Electronic Art's "Sims
On-line" and Sony's "EverQuest," but, say its creators, it will
let gamers create far more realistic and expressive virtual personas than those
of other games. Using digital characters capable of subtle human-like gestures,
such as making eye contact, sighing and blinking, There looks to further blur
the line between real and virtual worlds. Its promise is a virtual world where
individuals can engage in a wide variety of (PG-13 only) activities, including
designing homes and clothes, going to parties, traveling around the game's
virtual environment on "hover boards" and dune buggies and listening
to music.
Perhaps
the most important passion There promotes is shopping. Its makers have created
a whole on-line shared world where you can actually spend perfectly real
dollars. Players
can put down hard-earned real world money to purchase
"Therebucks," game money for virtual shopping and then enter
There-world where it will be possible for a price (thanks to marketing
agreements with Nike and Levi's) to cloth one's persona, known as an
"avatar," in brand-name virtual basketball sneakers and jeans. Players
can also spend real money to entertain their avatars and provide them with
tickets to virtual events, customized vehicles and digital houses. Due to a partnership
with iVillage Inc., a female-focused media company, a special zone (aimed
specifically at women) within the There world will allow avatars to access
iVillage services, including astrological and love-compatibility reports.
Players
who beta-tested the game shelled out, on average, $7 per month in real money to
outfit their avatars, but some spent over $1000 to become virtual fat-cats; and
one even created the "Bank of There," letting real people change
Therebucks back into actual American dollars. There, Inc. is banking on revenue
from monthly fees and yearly subscriptions, as well as the purchase of
Therebucks. But the company has another revenue stream -- and it happens to be
the U.S. Army.
In
June 2003, There, Inc. signed a $3.5-million, multiyear contract with the Army
to create a There-like virtual environment for warfare-simulation training (one
that the avatars of consumption in their other universe won't be able to make
their way into -- not yet anyway). Basically,
the company's designers are building "life-like" milieus,
depicting various regions of the world -- imagine a virtual Afghanistan --
where young American soldiers, already well-prepared avatars of an on-line
lifestyle, can train against unpredictable opponents like virtual terrorists
possessing complex organizational and personal strengths and weaknesses, while
employing novel weapons and strategies.
One
project already underway is the creation of a virtual Kuwait that can be used
to train personnel to anticipate and defend against an attack on the U.S.
Embassy in Kuwait City. According to James Grosse, a principal investigator for
the Army's Simulation Technology Center in Orlando, Florida, There Inc.'s
application will allow greater participation by larger numbers of players than
other simulation environments developed either in the military or commercial
worlds. That's saying a lot considering how many video games and simulators the
U.S. military is involved with. (For more see: Bringing
the War Home: The New Military-Industrial-Entertainment Complex at War and Play.)
Andy
Donkin, the chief marketing officer of There, Inc., questioned about his
company's military dealings by Gamespot magazine, was asked, "Does politics
play in role in your business plan, or is all business good business?" He
answered:
Remember, There was started almost six
years ago in what now seems like a very different world. Terrorist attacks were
not part of the US mindset. However, the founders built There around some key
ideas, and it's those ideas that have put us together with the military. Ideas
like: real-world physics, subtle detail of in-world conversations and body
language, and the concept of There as a planet the size and shape of the earth.
I don't think any of this was done with the military in mind. Today, we live in
a world where warfare is unconventional and the military needs
"real-world" simulations with all of its unpredictability. As we
mentioned, because There is a platform, we can separate the consumer business
from what we are creating for the military. We were very lucky with the
military, and, frankly, our product spoke for itself.
In
May 2002, the Pentagon's Defense Advanced Research Programs Association (DARPA)
came calling, was thoroughly impressed by There's technology and the rest, as
they say, is history. Like There's creators, who eschew "game" for
"getaway," Jack Thorpe, a retired U.S. Air Force colonel who 20 years
ago began creating the Pentagon's network of training simulators called Simnet,
commented, "I don't see it as a game. I see it as a communication system
that's going to allow us to think about our relationships differently."
Wow… all this talk of communicating, of relationships, and of a chance encounter
between There and DARPA on a moon-lit night… what a romantic scenario.
Actually, though, it's surprising that the company wasn't in bed with the
military from the start – and you don't even need an iVillage
"love-compatibility report" to know why!
There,
Inc. has raised some $37 million in venture capital since its inception back in
1998. Its largest single, non-employee-based source of financing appears to be
from the venture-capital firm Sutter Hill Ventures. Sutter Hill was formed way
back in 1962 with investments from three prime players in the academic wing of
the military-industrial complex: Stanford ($37,637,000 in Department of Defense
funding for 2000), Princeton ($13,659,000 in 2000) and Yale ($7,000,000 in
2000). Sutter Hill Ventures, by the way, also owns a sizeable share of Virage,
Inc. which, in 2001, won the DARPA Tibbetts Award for research and innovation.
There,
Inc. itself was co-founded by Jeffrey Ventrella, an expert on artificial life
from MIT's Media Lab -- a research center at the Massachusetts Institute of
Technology (aka: "the Pentagon on the Charles") that currently boasts
research contracts with the U.S. Air Force, the Department of the Army, and
DARPA. Brett G. Durrett, There Inc.'s Vice President of Operations, co-founded
and was CEO of Asylum Entertainment which developed video games for THQ -- the
company which put out "Full Spectrum Warrior," the civilian version
of the Army's "Full Spectrum Command" combat simulator. Talk about
the Web -- as in web of relationships. In fact, the There team has ties all
across the military-industrial-academic-entertainment complex.
Exactly
how the Army will use the militarized virtual worlds of There isn't yet fully
known, of course. According to James Grosse, a principal investigator for the
Army's Simulation Technology Center in Orlando (interviewed in the San
Francisco Chronicle):
It's still unclear how the [There]
program will be used… It could be used by students at military universities
like West Point, by soldiers out in the field or by intelligence agents…
Officials have also discussed using civilian college students -- already versed
in online games -- to play roles such as terrorists.
College
kids as virtual terrorists? The Army fighting digital battles in virtual worlds
using a platform that also allows real-world humans to transform into avatars
and spend actual dollars for cyber-shoes? If that doesn't blur the line between
the real and the virtual, what does? Who would have thought that there would be
only one degree of separation between the women's on-line community of
iVillage, which
counsels parents that "seeing real human beings killed with the
precision and repetition of a video game can have a numbing effect on
children" and proclaims "War is not a game" and the U.S. Army?)
Moreover, who would believe that the connection between them would be a company
willing to transform gaming into shopping and games into war and that imagines
teens and young adults (whether at West Point or civilian colleges) as its most
likely customers?
It's
impossible to know where the military's going with this project, but it sounds
like they're already off in left (or is it right?) field, so beware, because
they're not likely to come back till it's over, over there.
Nick
Turse, a graduate student, devotes much of his time to studying
the fall-out of the Vietnam War, especially Post-Traumatic Stress Disorder
among Vietnam veterans for Columbia University's Department of Epidemiology.
* Bringing
the War Home: The New Military-Industrial-Entertainment Complex at War and Play