Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
America's Army
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Further reading== ''America's Army'' has gained the interest of numerous professionals in the fields of business, economics, and social science. A partial list of published analyses includes: {{refbegin}} * {{cite book|url=http://www.nebraskapress.unl.edu/product/Americas-Digital-Army,677363.aspx |archive-url=https://web.archive.org/web/20170212091523/http://www.nebraskapress.unl.edu/product/Americas-Digital-Army,677363.aspx |url-status=dead |archive-date=2017-02-12 |first=Robertson |last=Allen |year=2017 |title=America's Digital Army: Games at Work and War |location=Lincoln |publisher=University of Nebraska Press}} Allen's book based on ethnographic research detailing the history and culture of development behind the video game. * {{cite book|first=Robertson |last=Allen |year=2015 |chapter=Software and Soldier Life Cycles of Recruitment, Training, and Rehabilitation in the Post-9/11 Era |title=War of My Generation: Youth Culture and the War on Terror |editor-first=David |editor-last=Kieran |location=New Brunswick |publisher=Rutgers University Press |pages=144–167|isbn = 978-0813572611}} * {{cite journal|url=https://www.academia.edu/8609454 |first=Robertson |last=Allen |year=2014 |title=America's Army and the Recruitment and Management of 'Talent': An Interview with Colonel Casey Wardynski |journal=Journal of Gaming & Virtual Worlds |volume=6 |issue=2 |pages=179–191|doi=10.1386/jgvw.6.2.179_1 }} * {{cite book|archive-url=https://archive.today/20130708233246/http://www.dukeupress.edu/Catalog/ViewProduct.php?productid=48375 |chapter-url=http://www.dukeupress.edu/Catalog/ViewProduct.php?productid=48375 |archive-date=July 8, 2013 |first=Robertson |last=Allen |year=2013 |chapter=Virtual Soldiers, Cognitive Laborers |title=Virtual War and Magical Death: Technologies and Imaginaries for Terror and Killing |editor1-first=Sverker |editor1-last=Finnstrom |editor2-first=Neil |editor2-last=Whitehead |location=Durham |publisher=Duke University Press |pages=152–170}} Details the 2009 layoffs of the America's Army game development team; <ref>{{cite news|archive-url=https://web.archive.org/web/20130411075044/http://www.joystiq.com/2009/06/18/rumor-layoffs-hit-americas-army-3-studio/|archive-date=April 11, 2013|url-status=dead|url=http://www.joystiq.com/2009/06/18/rumor-layoffs-hit-americas-army-3-studio/|access-date=September 15, 2019|first=Randy|last=Nelson|title=Rumor: Layoffs hit America's Army 3 studio|date=June 18, 2009}}</ref> and the cognitive/immaterial labor undertaken in the video game industry. * {{cite book|chapter-url=http://www.berghahnbooks.com/title.php?rowtag=StroekenWar |first=Robertson |last=Allen |year=2012 |chapter=Games Without Tears, Wars Without Frontiers |title=War, Technology, Anthropology |editor-first=Koen |editor-last=Stroken |series=Critical Interventions: A Forum for Social Analysis |volume=13 |location=New York |publisher=Berghahn Books |pages=83–93|isbn=978-0-85745-587-1 }} * {{cite journal|first=Robertson |last=Allen |year=2011 |title=The Unreal Enemy of America's Army |journal=Games and Culture |volume=6 |issue=1 |pages=38–60|doi=10.1177/1555412010377321 |s2cid=145447467 }} * {{cite journal|first=Robertson |last=Allen |year=2009 |title=The Army Rolls Through Indianapolis: Fieldwork at the Virtual Army Experience |journal=Transformative Works and Cultures |volume=2 |number=2|doi=10.3983/twc.2009.080 |doi-access=free }} * {{cite book |title=Changing the Game: How Video games are Transforming the Future of Business |url=https://archive.org/details/changinggamehowv00eder |url-access=registration |date=October 2008 |first1=David |last1=Edery |first2=Ethan |last2=Mollick |publisher=FT Press|isbn=9780132357814 }} Edery, a Microsoft Xbox executive and research affiliate of the MIT Comparative Media Studies Program, and Mollick, researcher at the MIT Sloan School of Management, investigate the future of video games. They cite the combat medic training received by Paxton Galvanek to save a life as "tangible evidence of the power of games to educate". (p. 97) Furthermore, the book praises America's Army by saying "Far-sighted companies are using games to recruit, train, motivate, and make employees more productive" (p. 97) and includes research that supports this point: "30% of all Americans age 16 to 24 had a more positive impression of the Army because of the game and, even more amazingly, the game had more impact on recruits than all other forms of Army advertising combined." (p. 141) * {{cite book|title=Watch This, Listen Up, Click Here: Inside the 300 Billion Dollar Business Behind the Media You Constantly Consume |date=April 2007 |first1=David |last1=Verklin |first2=Bernice |last2=Kanner |publisher=Wiley}} The authors test the stability of old, traditional media and find they are collapsing under pressure from online services. It highlights the U.S. Army video game as the 21st century's recruitment poster. "America's Army has proven to be such powerful weaponry that an official game store does brisk business selling collectible action figures, clothes, coffee mugs, and other doodads emblazoned with the logo." (p. 90) * {{cite book|title=Experience the Message: How Experiential Marketing Is Changing the Brand World |first=Max |last=Lendermann |publisher=Basic Books |date=December 2005}} Lendermann, creative director of GMR Marketing, cites AA advergaming success and rollout to an experiential marketing campaign. "The America's Army experience is an advergaming juggernaut, an empire that is looked to enviably by the rest of the advergaming nations." (p. 218) "Not only do players get a fun and exciting experience, they also get as close to the real thing of being in the army as possible, without actually getting a buzz cut and general-issue fatigues." (p. 222) * {{cite book |title=Authenticity: What Consumers Really Want |first1=James H. |last1=Gilmore |first2=B. Joseph |last2=Pine |date=September 2007|archive-url=https://web.archive.org/web/20081104170335/http://authenticitybook.com/ |archive-date=November 4, 2008 |url-status=dead |url=http://authenticitybook.com/ |publisher=Harvard Business School Press}} This book cites America's Army as one of the most innovative and successful examples of virtual placemaking and Col. Wardynski's efforts in establishing new and better metric analyses. "According to the director of the program, Colonel Casey Wardynski, 20 percent of those matriculating at West Point in 2005 had played America's Army, along with 20 to 40 percent of enlisted soldiers recruited that year." (p. 168) "America's Army director Colonel Wardynski uses the metric 'cost per person hour', estimating in 2005 that the million the Army puts into the program each year results in 'a cost per person hour of 10 cents, versus $5 to $8 for TV'." (p. 173) * [http://www.careerinnovation.com/innovation-hub/publications/us-army-case-study/ Career Innovation Case Study of the U.S. Army] as part of the "Digital Generation Initiative". This case study analyzed the Army game project efforts and concluded the following: First, to reach the Digital Generation, content must be engaging and authentic. Employers will have to adopt a much more open and transparent approach to communicating information and allowing contact with employees than is currently the norm. Second, the Digital Generation will expect to be able to virtually explore and even "test drive" jobs and organizations. The Army's experience shows the potential and importance of virtual tools and capabilities in shaping the brand image of employers. Third, games and simulations can play a role in preparing new hires for the job. And finally, employers should treat investments in games and simulations as a platform to support a wide range of recruiting, learning and performance development activities and goals. Virtual simulators are cheaper than real ones in many instances. * {{cite thesis|archive-url=https://web.archive.org/web/20120314015156/http://dspace.mit.edu/bitstream/handle/1721.1/39162/55872555.pdf?sequence=1 |format=PDF |archive-date=March 14, 2012 |url=http://dspace.mit.edu/bitstream/handle/1721.1/39162/55872555.pdf?sequence=1 |url-status=dead |title=The Potential of America's Army as Civilian-Military Public Sphere |last=Li |first=Zhan |date=February 2004 |publisher=Massachusetts Institute of Technology |type=BA and M.Phil.}} Includes ethnographic analysis of soldiers who played the game during the invasion of Iraq, and interviews with West Point directors of the America's Army project. * {{cite journal|url=http://gamestudies.org/0401/galloway/ |title=Social Realism in Gaming |journal=Game Studies |volume=4 |issue=1 |date=November 2004 |first=Alexander R. |last=Galloway}} Galloway, an associate professor at New York University notes that "What is interesting about America's Army, is not the debate over whether it is thinly-veiled propaganda or a legitimate recruitment tool, for it is unabashedly and decisively both, but rather that the central conceit of the game is one of mimetic realism." In his analysis, Galloway concludes that AA, despite being a fairly realistic game, with real-life settings, does not make even the least attempt to achieve narrative realism—that is, accurately representing what serving a tour in the Army would actually be like. Instead, it simply expresses a nationalistic sentiment under the guise of realism, being little more than a "naïve and unmediated or reflective conception of aesthetic construction".<!-- * permanent dead link removed, even the archive URL given is dead: [https://web.archive.org/web/20110708121346/http://www.carolinebrooks.com/videogamesmanipulationmilitary-cbrooks.doc "Video Games, Manipulation and the U.S. Military: A Comparative Analysis of America's Army and SOCOM II: US Navy SEALs"] academic analysis of ''America's Army'' and ''[[SOCOM II: U.S. Navy SEALs]]'' in terms of "Visual Discourse" by Caroline S. Brooks, a PhD candidate at [[East Carolina University]].--> * {{cite web|archive-url=https://web.archive.org/web/20120915160959/http://gamepipe.usc.edu/~zyda/pubs/YerbaBuenaAABooklet2004.pdf |archive-date=September 15, 2012 |url-status=dead |url=http://gamepipe.usc.edu/~zyda/pubs/YerbaBuenaAABooklet2004.pdf |title=America's Army PC Game: Vision and Realization |publisher=MOVES Institute and US Army |date=February 2004}} *{{cite book|chapter-url=https://calhoun.nps.edu/bitstream/handle/10945/41554/GameBasedSimulation-July2004.pdf;sequence=3 |chapter-format=PDF |first1=Michael |last1=Zyda |first2=Alex |last2=Mayberry |first3=Jesse |last3=McCree |first4=Margaret |last4=Davis |chapter=From Viz-Sim to VR to Games: How We Built a Hit Game-Based Simulation |editor1-first=W. B. |editor1-last=Rouse |editor2-first=K. R. |editor2-last=Boff |title=Organizational Simulation: From Modeling & Simulation to Games & Entertainment |location=New York |publisher=Wiley |year=2005 |isbn=0-471-68163-6}} * {{cite book|chapter-url=http://gamepipe.usc.edu/~zyda/pubs/BrendaLaurelPaper2004.pdf |archive-url=https://web.archive.org/web/20120315090139/http://gamepipe.usc.edu/~zyda/pubs/BrendaLaurelPaper2004.pdf |url-status=dead |archive-date=15 March 2012 |first1=Margaret |last1=Davis |first2=Russell |last2=Shilling |first3=Alex |last3=Mayberry |first4=Jesse |last4=McCree |first5=Phillip |last5=Bossant |first6=Scott |last6=Dossett |first7=Christian |last7=Buhl |first8=Christopher |last8=Chang |first9=Evan |last9=Champlin |first10=Travis |last10=Wiglesworth |first11=Michael |last11=Zyda |display-authors=6 |chapter=Making America's Army |title=Design Research: Methods and Perspectives |editor-first=Brenda |editor-last=Laurel |publisher=MIT Press |date=1 October 2003 |isbn=0-262-12263-4 |pages=268–275}}<!-- Originally cited as "Researching America's Army", but the online version has this title instead. --> * {{cite conference |archive-url=https://web.archive.org/web/20160304033443/http://gamepipe.usc.edu/~zyda/pubs/ShillingGameon2002.pdf |url=http://gamepipe.usc.edu/~zyda/pubs/ShillingGameon2002.pdf |archive-date=March 4, 2016 |url-status=dead |first1=Russ |last1=Shilling |first2=Michael |last2=Zyda |first3=E. Casey |last3=Wardynski |title=Introducing Emotion into Military Simulation and Videogame Design: America's Army Operations and VIRTE |conference=Proceedings of the GameOn Conference |location=London |date=30 November 2002 |pages=151–154}} {{refend}}
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
America's Army
(section)
Add topic