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FTR#1221 This program was recorded in one, 60-minute segment.
Introduction: In these programs, we continue our discussion of Nick Turse’s 2008 tome The Complex: How the Military Invades Our Everyday Lives.
Writing in his novel Tropic of Cancer, Henry Miller wrote: ” . . . . America is the very incarnation of Doom. And she will lead the rest of the world into the Bottomless Pit. . . .” (The quote was included in his Forgive My Grief books by pioneering JFK assassination researcher Penn Jones.
Epitomizing Miller’s observation is what Mr. Emory terms the resonant synthesis of video games and military training and training technology:
“. . . . Certainly, the day is not far off when most potential U.S. troops will have grown up playing commercial video games that were created by the military as training simulators; will be recruited, at least in part, through video games; will be tested, post-enlistment, on advanced video game systems; will be trained using simulators, which will later be turned into video games, or on reconfigured versions of the very same games used to recruit them or that they played kids; will be taught to pilot vehicles using devices resembling commercial video game controllers; and then, after a long day of real-life war-gaming head back to their quarters to kick back and play the latest PlayStation or Xbox games created with or sponsored by their own, or another, branch of the armed forces.
More and more toys are now poised to become clandestine combat teaching tools, and more and more simulators are destined to be tomorrow’s toys. And what of America’s children and young adults in all this? How will they be affected by the dazzling set of military training devices now landing in their living rooms and on their PCs, produced by video game giants under the watchful eyes of the Pentagon? After all, what these games offer is less a matter of simple military indoctrination and more like a near immersion in a virtual world of war, where armed conflict is not the last, but the first—and indeed the only—resort. . . .”
A concrete example of that “resonant synthesis” is the battle of 73 Easting:
“. . . . Just days into the ground combat portion of the Gulf War, the Battle of 73 Easting pitted American armored vehicles against a much larger Iraqi tank force. The U.S. troops, who had trained using the SIMNET system, routed the Iraqis. Within days, the military began turning the actual battle into a digital simulation for use with SIMNET. Intensive debriefing sessions with 150 veterans of the battle were undertaken. Then DARPA personnel went out onto the battlefield with the veterans, surveying tank tracks and burned-out Iraqi vehicles, as the veterans walked them through each individual segment of the clash. Additionally, radio communications, satellite photos, and ‘black boxes’ from U.S. tanks were used to gather even more details. Nine months after the actual combat took place, a digital recreation of the Battle of 73 Easting was premiered for high-ranking military personnel. Here was the culmination of Thorpe’s efforts to create a networked system that would allow troops to train for future wars using the new technology combined with accurate historical data. . . .”
Placing Henry Miller’s quote into an ironically-relevant context, a popular video game “Doom” quickly was adapted to Martine Corps training purposes:
“. . . . In late 1993, with the green glow of Gulf War victory already fading, id Software introduced the video game Doom. Gamers soon began modifying shareware copies of this ultraviolent, ultrapopular first person shooter, prompting id to release editing software the next year. The ability to customize Doom caught the attention of members of the Marine Corps Modeling and Simulation Management Office who had been tasked by the corps’ Commandant Charles Krulak with utilizing “‘computer (PC)-based war games”‘to help the marines ‘develop decision making skills, particularly when live training time and opportunities are limited.’
“Acting on Krulak’s directive, the marines’ modeling crew nixed Doom’s fantasy weapons and labyrinthine locale and, in three months’ time, developed Marine Doom, a game that included only actual Marine Corps weaponry and realistic environments. Krulak liked what he saw and, in 1997, approved the game. . . .”
Next, Turse discusses Pentagon plans to operate in urban slums in the Third World. Mr. Emory notes that many combat veterans of this country’s long counter-insurgency wars in Afghanistan and Iraq are joining the increasingly militarized police forces in this country.
Pentagon strategy as discussed here by Turse may, eventually be realized, to an extent, in the U.S., particularly in the event of an economic collapse.
More about Pentagon plans for urban warfare in slums, ostensibly in the developing world:
” . . . . As both the high-tech programs and the proliferating training facilities suggest, the foreign slum city is slated to become the bloody battlespace of the future. . . . For example, the U.S. Navy/Marine Corps launched a program seeking to develop algorithms to predict the criminality of a given building or neighborhood. The project titled Finding Repetitive Crime Supporting Structures, defines cities as nothing more than a collection of ‘urban clutter [that] affords considerable concealment for the actors that we must capture.’ The ‘hostile behavior bad actors,’ as the program terms them, are defined not just as ‘terrorists,’ today’s favorite catch-all bogeymen, but as a panoply of nightmare archetypes: ‘insurgents, serial killers, drug dealers, etc.’. . .”
Program Highlights Include: Discussion of Colonel Dave Grossman’s book On Killing against the background of the resonant synthesis of video games and military training; analysis of the use of gaming apps by Nazi elements to celebrate school shootings and encourage them; discussion of school shooter Nikolas Cruz of Parkland high and his Nazi, white supremacist and Trumpian influence; discussion of alt-right use of websites catering to people suffering from depression for recruiting purposes.
1. A passage analyzes the essence of the video game/military relationship for our society, today and in the future.
. . . . Today, the military, toy, and gaming worlds are completely entangled, and the future promises only more interpenetrations and complex collaborations that would have made Dwight Eisenhower’s head spin. . . .
. . . . Certainly, the day is not far off when most potential U.S. troops will have grown up playing commercial video games that were created by the military as training simulators; will be recruited, at least in part, through video games; will be tested, post-enlistment, on advanced video game systems; will be trained using simulators, which will later be turned into video games, or on reconfigured versions of the very same games used to recruit them or that they played kids; will be taught to pilot vehicles using devices resembling commercial video game controllers; and then, after a long day of real-life war-gaming head back to their quarters to kick back and play the latest PlayStation or Xbox games created with or sponsored by their own, or another, branch of the armed forces.
More and more toys are now poised to become clandestine combat teaching tools, and more and more simulators are destined to be tomorrow’s toys. And what of America’s children and young adults in all this? How will they be affected by the dazzling set of military training devices now landing in their living rooms and on their PCs, produced by video game giants under the watchful eyes of the Pentagon? After all, what these games offer is less a matter of simple military indoctrination and more like a near immersion in a virtual world of war, where armed conflict is not the last, but the first—and indeed the only—resort. . . .
2. Turse notes the “resonant synthesis” between video games, actual combat and military training technology.
. . . . DARPA approved (Captain Jack] Thorpe’s long-term plan to create the SIMulator NETworking or SIMNET, project using video game and entertainment industry technology. . . .
. . . . Just days into the ground combat portion of the Gulf War, the Battle of 73 Easting pitted American armored vehicles against a much larger Iraqi tank force. The U.S. troops, who had trained using the SIMNET system, routed the Iraqis. Within days, the military began turning the actual battle into a digital simulation for use with SIMNET. Intensive debriefing sessions with 150 veterans of the battle were undertaken. Then DARPA personnel went out onto the battlefield with the veterans, surveying tank tracks and burned-out Iraqi vehicles, as the veterans walked them through each individual segment of the clash. Additionally, radio communications, satellite photos, and “black boxes” from U.S. tanks were used to gather even more details. Nine months after the actual combat took place, a digital recreation of the Battle of 73 Easting was premiered for high-ranking military personnel. Here was the culmination of Thorpe’s efforts to create a networked system that would allow troops to train for future wars using the new technology combined with accurate historical data. . . .
3. Placing Henry Miller’s quote into an ironically-relevant context, a popular video game “Doom” quickly was adapted to Martine Corps training purposes:
. . . . In late 1993, with the green glow of Gulf War victory already fading, id Software introduced the video game Doom. Gamers soon began modifying shareware copies of this ultraviolent, ultrapopular first person shooter, prompting id to release editing software the next year. The ability to customize Doom caught the attention of members of the Marine Corps Modeling and Simulation Management Office who had been tasked by the corps’ Commandant Charles Krulak with utilizing “personal computer (PC)-based war games” to help the marines “develop decision making skills, particularly when live training time and opportunities are limited.”
Acting on Krulak’s directive, the marines’ modeling crew nixed Doom’s fantasy weapons and labyrinthine locale and, in three months’ time, developed Marine Doom, a game that included only actual Marine Corps weaponry and realistic environments. Krulak liked what he saw and, in 1997, approved the game. . . .
4. Turse discusses Pentagon plans to operate in urban slums in the Third World. Mr. Emory notes that many combat veterans of this country’s long counter-insurgency wars in Afghanistan and Iraq are joining the increasingly militarized police forces in this country.
Pentagon strategy as discussed here by Turse may, eventually be realized, to an extent, in the U.S., particularly in the event of an economic collapse.
. . . . In Planet of Slums, Mike Davis observes: “The Pentagon’s best minds have dared to venture where most United Nations, Word Bank or State Department types fear to go . . . . They now assert that the ‘feral, failed cities’ of the Third World—especially their slum outskirts—will be the distinctive battlespace of the twenty-first century.” Pentagon war-fighting doctrine, he nots, “Is being reshaped accordingly to support a low-intensity world war of unlimited duration against criminalized segments of the urban poor.”
In October 2006, the army issued an updated “urban operations” manual. “Given the global population trends and the likely strategies and tactics of future threats,” it declared, “Army forces will likely conduct operations in, around, and over urban areas—not as a matter of fate, but as a deliberate choice linked to national security objectives and strategy, and at a time, place, and method of the commander’s choosing.” Global economic deprivation and poor housing, the hallmarks of the urban slum, are, the manual asserted, what makes “urban areas potential sources of unrest” and thus increases “the likelihood of the Army’s involvement in stability operations.” The manual’s authors were particularly concerned about “idle” urban youth loosed, in the future slum city, from the “traditional social controls” of “village elders and clan leaders,” and thus, prey to manipulation by “nonstate actors.”. . .
5. More about Pentagon plans for urban warfare in slums, ostensibly in the developing world.
The Complex: How The Military Invades Our Everyday Lives by Nick Turse; Picador [SC] Metropolitan Books [Henry Holt & Company]; Copyright 2008 by Nick Turse; ISBN 978–0‑8050–8919‑6; pp. 245–246.
. . . . As both the high-tech programs and the proliferating training facilities suggest, the foreign slum city is slated to become the bloody battlespace of the future. Curiously, the Pentagon’s conceptualization of urban space mimics Hollywood’s Escape from New York-meets Bladerunner-meets Zulu-meets-Robocop-style vision of the third-world city to come. [Mr. Emory suggests that this reality will come home to the U.S.]
For example, the U.S. Navy/Marine Corps launched a program seeking to develop algorithms to predict the criminality of a given building or neighborhood. The project titled Finding Repetitive Crime Supporting Structures, defines cities as nothing more than a collection of “urban clutter [that] affords considerable concealment for the actors that we must capture.” The “hostile behavior bad actors,” as the program terms them, are defined not just as “terrorists,” today’s favorite catch-all bogeymen, but as a panoply of nightmare archetypes: “insurgents, serial killers, drug dealers, etc.” For its part, the army’s recently revised Urban Operations manual offers an even more extensive list of “persistent and evolving urban threats,” including regional conventional military forces, paramilitary forces, guerillas, and insurgents as well as terrorists, criminal groups, and angry crowds. Even the possible threat posed by computer “hackers” is mentioned. . . .
6. Parkland High School shooter Nikolas Cruz didn’t just suddenly adopt a neo-Nazi worldview. He’s been stewing in these juices for years, and clearly had additional mental health issues–the“Alt-Right” Nazi groups specifically target depressed people to take advantage of their disorders.
On Tuesday, we learned a new, bone-chilling fact about the Parkland, Florida high school gunman Nikolas Cruz that should’ve made national headlines but didn’t. That new development was that Cruz had etched swastikas on the ammunition magazines he carried on the day he committed his brutal massacre that took 17 lives.
When I first heard of this development, my jaw dropped for two reasons. First, does anyone actually believe if Cruz had etched the words “Allah Akbar” on his gun magazines we wouldn’t have heard about that for nearly two weeks after the attack? No way. I can assure you that information would’ve been made public, intentionally or by way of a leak. And then Donald Trump would almost certainly have pounced–without waiting for additional evidence–to label this an Islamic terror attack and try to use it to further his own political agenda.
But what also was shocking is that despite this new piece of evidence, together with Cruz’s known history of hate directed at people of color and Jews, we aren’t seeing a fuller discussion in the media about whether this shooting was inspired by Cruz’s apparent white supremacist ideology.
As CNN had reported within days of the February 14 attack, Cruz had in the past spewed vile comments in a private Instagram chatroom where he shared his hatred of “jews, ni**ers, immigrants.” Cruz also wrote about killing Mexicans and hating black people simply because of their skin color and he slammed Jews because in his twisted view they wanted to destroy the world.
And Cruz’s white supremacist views also made their way from the online world to the real world. One of Cruz’s classmates reportedly told a social worker that Cruz had drawn a swastika on his book back next to the words “I hate ni***rs.” He also shared with other students his “hating on” Islam and slamming all Muslims as “terrorists and bombers.” And Cruz was also seen wearing a Trump MAGA hat when he was enrolled in school well before the attack.
While initial reports that Cruz was actually a member of a white supremacist group proved to be unfounded, there’s no disputing Cruz’s documented history of spewing despicable views that line up with the white nationalist ideology. But still, given all that we’ve now learned, the question I have is: How much more evidence do we need before we discuss in earnest whether Cruz’s white supremacist views played a role in this attack?!
True, there’s no evidence that Cruz targeted any specific group of people during his rampage. But then again, ISIS-inspired terrorists who have committed acts of terror on U.S. soil, such as the man who intentionally drove a truck on a New York City pedestrian walkway in 2017 that killed eight, didn’t target any specific race or religion. He and others like him committed acts of terror in furtherance of their sick, perverted ideology—to spread terror.
And the swastikas on Cruz’s gun magazines take on a greater significance when you examine the shooting itself. Of the 17 people Cruz killed, at least five were Jewish. (Some reports note it could be six.) Even more disturbing is that Cruz had reportedly shot bullets into a Holocaust history class that killed two of those students. Did Cruz intentionally target that class since he had formerly been a student at the school? We don’t know but given Cruz’s history this is certainly a fair question. And since he’s that rare mass-shooter who’s still alive, I presume he’ll be asked.
In fact, the question of whether Cruz’s gun massacre was an anti-Semitic attack inspired by a white supremacist ideology was raised in an op-edin the liberal Israeli newspaper Ha’aretz even before we learned about the swastikas on Cruz’s gun magazines. There, the writer noted that Cruz had expressed views “that Jews were part of a conspiracy to unseat white people from power and destroy the world.”In response to that article, the writer was subjected to an avalanche of vile anti-Semitic barbs.
Given these newly revealed swastikas, it’s long overdue that we have that conversation about whether Cruz was more than a troubled youth. And to be clear, Cruz was troubled. He had been repeatedly disciplined at school for disturbing behavior and for a period of time was placed in a special school for kids with emotional and behavior issues. On social media, he even wrote about his dream of becoming a “professional school shooter.” But when he was evaluated in 2016 by a mental health professional, he was determined to be stable and not in need of being involuntarily committed to a mental health institution. . . .
7. The Steam gaming app, a major distributor for very popular video games, has a neo-Nazi problem–neo-Nazis are using its chat room and voice-over-IP options to promote their ideology. Both the Daily Stormer and Andrew Auernheimer have Steam chat rooms, as does AtomWaffen.
There’s also an overlapping problem with Steam chat forums that glorify school shooters. 173 such groups glorifying school shootings according to one count.
Steam isn’t the only popular gaming app that this neo-Nazi problem. Discord, another very popular app for gamers, also appears to have a number of chat rooms run by neo-Nazis. The Germanic Reconquista group of German neo-Nazis who were training people how to game Youtube’s algorithms did that training using Discord. And, again, Steam and Discord are both quite popular.
The 173+ popular video game chat forums on Steam that glorify school shooters are definitely part of the school shooting problem.
A leading gaming app that is popular with adherents of the neo-Nazi wing of the alt-right movement has at least 173 groups dedicated to the glorification of school shootings, according to a report published last week by Reveal News. Separately, dozens of neo-Nazi groups have cultivated active communities on the app.
The report notes that these Steam groups—which typically have between 30 and 200 active members—glorify men like 22-year-old Elliot Rodger, who killed six people and injured over a dozen others in the vicinity of the campus of University of California, Santa Barbara, before committing suicide in 2014.
Rodger was a virulent misogynist and wanted to punish women for rejecting him. Other shooters, like Seung-Hui Cho, the Virginia Tech senior who killed 32 people in 2007, are also hailed in these Steam groups. The groups have names like “School Shooters Are Heroes” and “Shoot Up a School.” Some of them allude to “future” school shootings yet to take place and are filled with racist language.
…
The link between violence and the scattered culture of internet Nazism has received greater scrutiny in recent weeks, following a CBS News report that suspected Parkland, Florida, mass shooter Nikolas Cruz allegedly possessed gun magazines engraved with swastikas. Gaming apps like Steam have become increasingly popular within that community.
One example of neo-Nazis using Steam is Andrew “Weev” Auernheimer, who handles the technical side of the white supremacist troll website Daily Stormer, and several months ago appeared to threaten to “slaughter” Jewish children in retaliation for his website being taken offline. Auernheimer appears to have a group on the app, which discusses games in the context of whether they portray Adolf Hitler in a favorable light. The broader community of Daily Stormer also appears to have an active community on Steam called “Storm Sect” with roughly 200 members.
Other neo-Nazi groups on Steam have more overtly hateful and violent names like “Fag Lynch Squad,” which depicts shadowy figures hanging limply from nooses in its profile picture. AtomWaffen Division, a neo-Nazi group linked to a number of murders, had its community on Steam removed earlier this month, Reveal News reported.
Angela Nagle, a leftist writer, demonstrated links between the origins of the alt-right and gaming culture in her book Kill All Normies: Online Culture Wars From 4Chan And Tumblr To Trump And The Alt-Right. The veneration of school shooters and other killers is similarly linked. . . .
8. Overlapping the use of gaming chat forums to recruit depressed people.
“The Alt-right is recruiting depressed people” by Paris Martineau; The Outline; 02/26/2018
A video on YouTube entitled “Advice For People With Depression” has over half a million views. The title is generic enough, and to the unsuspecting viewer, lecturer Jordan Peterson could even look legitimate or knowledgable — a quick Google search will reveal that he even spoke at Harvard once. But as the video wears on, Peterson argues that men are depressed and frustrated because they don’t have a higher calling like women (who, according to Peterson, are biologically required to have and take care of infants). This leaves weak men seeking “impulsive, low-class pleasure,” he argues. Upon first glance he certainly doesn’t seem like a darling of the alt-right, but he is.
Type “depression” or “depressed” into YouTube and it won’t be long until you stumble upon a suit-clad white supremacist giving a lecture on self-empowerment. They’re everywhere. For years, members of the alt-right have taken advantage of the internet’s most vulnerable, turning their fear and self-loathing into vitriolic extremism, and thanks to the movement’s recent galvanization, they’re only growing stronger.
“I still wonder, how could I have been so stupid?” writes Reddit user u/pdesperaux, in a post detailing how he was accidentally seduced by the alt-right. “I was part of a cult. I know cults and I know brainwashing, I have researched them extensively, you’d think I would have noticed, right? Wrong. These are the same tactics that Scientology and ISIS use and I fell for them like a chump.”
“NOBODY is talking about how the online depression community has been infiltrated by alt-right recruiters deliberately preying on the vulnerable,” writes Twitter user @MrHappyDieHappy in a thread on the issue. “There NEED to be public warnings about this. ‘Online pals’ have attempted to groom me multiple times when at my absolute lowest.”
“You know your life is useless and meaningless,” Peterson says in his “Advice” video, turning towards the viewer, “you’re full of self-contempt and nihilism.” He doesn’t follow all of this rousing self-hatred with an answer, but rather merely teases at one. “[You] have had enough of that,” he says to a classroom full of men. “Rights, rights, rights, rights…”
Peterson’s alt-light messaging quickly takes a darker turn. Finish that video and YouTube will queue up “Jordan Peterson – Don’t Be The Nice Guy” (1.3 million views), and “Jordan Peterson – The Tragic Story of the Man-Child” (over 853,000 views), both of which are practically right out of the redpill/incel handbook.
“The common railroad stages of ‘helpful’ linking to ‘motivational speakers’ goes ‘Jordan Peterson —> Stefan Molyneux —> Millennial Woes,” writes @MrHappyDieHappy. “The first is charismatic and not as harmful, but his persuasiveness leaves people open for the next two, who are frankly evil and dumb.” Molyneux, an anarcho-capitalist who promotes scientific racism and eugenics, has grown wildly popular amongst the alt-right as of late. His videos — which argue, among other things, that rape is a “moral right” — are often used to help transition vulnerable young men into the vitriolic and racist core of the alt-right.
Though it may seem like a huge ideological leap, it makes sense, in a way. For some disillusioned and hopelessly confused young men, the alt-right offers two things they feel a serious lack of in the throes of depression: acceptance and community. These primer videos and their associated “support” groups do a shockingly good job of acknowledging the validity of the depressed man’s existence — something men don’t often feel they experience — and capitalize on that good will by galvanizing their members into a plan of action (which generally involves fighting against some group or class of people designated as “the enemy”). These sort of movements allot the depressed person a form of agency which they may never have experienced before. And whether it’s grounded in reality or not, that’s an addicting feeling.
According to Christian Picciolini, a former neo-nazi who co-founded the peace advocacy organization, Life After Hate, these sort of recruiting tactics aren’t just common, but systematically enforced. “[The recruiters] are actively looking for these kind of broken individuals who they can promise acceptance, who they can promise identity to,” Picciolini said in an interview with Sam Seder. “Because in real life, perhaps these people are socially awkward — they’re not fitting in; they may be bullied — and they’re desperately looking for something. And the ideology and the dogma are not what drive people to this extremism, it’s in fact, I think, a broken search for that acceptance and that purpose and community.” . . . .
9. We conclude with some observations, posted in the written description for FTR#1003.
” . . . . The role of the media in conditioning young people to kill is a major focal point of the book On Killing by Lieutenant Colonel Dave Grossman, who taught psychology at West Point. From Amazon’s promotional text for Grossman’s book: “The good news is that most soldiers are loath to kill. But armies have developed sophisticated ways of overcoming this instinctive aversion. And contemporary civilian society, particularly the media, replicates the army’s conditioning techniques, and, according to Lt. Col. Dave Grossman’s thesis, is responsible for our rising rate of murder among the young. Upon its initial publication, ON KILLING was hailed as a landmark study of the techniques the military uses to overcome the powerful reluctance to kill, of how killing affects soldiers, and of the societal implications of escalating violence. Now, Grossman has updated this classic work to include information on 21st-century military conflicts, recent trends in crime, suicide bombings, school shootings, and more. The result is a work certain to be relevant and important for decades to come.”
Our high body-count movies and TV programs, as well as point-and-shoot video games, according to Grossman, replicate to a considerable degree the audio-visual desensitization techniques used by contemporary armies to help recruits overcame their inhibitions about killing. We suggest Grossman’s thesis as a factor in the school massacres. . . .”
There’s a new piece in Wired on the commercialization of the data collected by the video game industry. On one level, it’s the same old story we’ve been hearing over and over: the generation of large volumes of new data has led to the development of a whole new industry focused on harvesting and new Big Data exploitation. And yet, as the article points out, this really is an exceptional new area for Big Data exploitation. Because as Silicon Valley has learned long ago, video games provide an exceptionally rich environment for recording human interactions, with all of the potential inferences that can be derived from those interactions. Everything from the player’s sexual orientation to their personality characteristics. In many ways it sounds like the kind of psychographic profiling Cambridge Analytica was engaged in using Facebook data. But in this case it’s just data gathered while playing a game, making it potentially far more invasive. After all, you expect to be profiled by Facebook. Not so much by your game developer. And yet it’s happening anyway:
“While there are no numbers on how many video game companies are surveilling their players in-game (although, as a recent article suggests, large publishers and developers like Epic, EA, and Activision explicitly state they capture user data in their license agreements), a new industry of firms selling middleware “data analytics” tools, often used by game developers, has sprung up. These data analytics tools promise to make users more amenable to continued consumption through the use of data analysis at scale. Such analytics, once available only to the largest video game studios—which could hire data scientists to capture, clean, and analyze the data, and software engineers to develop in-house analytics tools—are now commonplace across the entire industry, pitched as “accessible” tools that provide a competitive edge in a crowded marketplace by companies like Unity, GameAnalytics, or Amazon Web Services. (Although, as a recent study shows, the extent to which these tools are truly “accessible” is questionable, requiring technical expertise and time to implement.) As demand for data-driven insight has grown, so have the range of different services—dozens of tools in the past several years alone, providing game developers with different forms of insight. One tool—essentially Uber for playtesting—allows companies to outsource quality assurance testing, and provides data-driven insight into the results. Another supposedly uses AI to understand player value and maximize retention (and spending, with a focus on high-spenders).”
A whole new industry of data extraction has blossomed inside the video game industry, with the data analytics drawn from the gameplay itself being used for everything from targeted ads inside the games to refining the games themselves (and potentially making them even more engaging and/or addicted). But it’s the potential ability to draw inferences about the personality characteristics of the game players themselves that makes Big Data harvesting of video games an incredibly powerful new source of data:
And this is all, of course, still just the dawning of this era of Big Data harvesting from video game players. Between the DARPA funding work in this space to enhance military training and the commercial interest in technologies like chips embedded in the brain, it’s just a matter of time before the technological infrastructure needed to harvest this data is not just available but effectively ubiquitous:
It’s almost inevitable: the richer and more advanced gaming becomes, the more data these games will end up gathering on the users. The more data they gather, the better these games will get at things like targeted in-game ads and other revenue streams that further drive the development of these gaming Big Data technologies. The self-reinforcing cycle of profit-driven technological advancements is already spinning and all signs point towards the emergence of new fully-immersive gaming technology that that could drown this industry in an ocean of personalized data. The kind of ocean of personalized data that’s only going to fuel the hunger for even more data and more immersive gaming experiences. It points towards what is perhaps the most disturbing part of the story of Big Data gaming: it’s going to be a highly seductive and very entertaining Panopticon. And not just for the players.