Originally hailed as bringing about an end to unnecessary casualties for the US, the fact that there is now a disconnect between the person controlling the drone and the violence caused is a topical issue. This problem is compounded by the fact that they are simply not that accurate in identifying terrorists, causing a vast amount of ‘collateral damage’ (a delightfully innocent term for innocent civilian deaths). According to New America Foundation research, only 67% of those killed in drone attacks are militants (re: http://conflicthealth.com/new-america-foundation-militants-67-of-drone-deaths/).
The problem here is that the lines are being blurred between
representational violence and actual violence. There is little difference
between what is on the screen for those controlling actual, real life killing
machines and the screen we see when playing fictional videogames. Games such as
Battlefield and Modern Combat are now incorporating missions which explicitly
attempt to recreate the sensation of using a combat drone to destroy human targets.
This is done through the use of a similar screen display as well as an attempt
to imitate the controls of real life drones as accurately as possible. The
fascination with realism in games has a long history, and this can be seen merely
as a continuation of standard trends, but in this new context is begs us to ask
one question: how is one expected to be able to tell the difference between
these two seemingly identical experiences?
This relates to the common debate regarding videogame
violence, however in a slightly different way to the traditional arguments of
over-stylised, gratuitous violence. Here, the kind of violence videogames
appear to be legitimising is simply acts of warfare. This is a very similar
argument to Robert Yang’s (reading 8C), where he argues that the modern first
person shooter games cause violence in real life not by traditional models of aggressive
play leading to aggressive real life actions, but altering our predisposition
to support real life wars that cause real deaths. Because the drone attacks one
simulates when playing these games appear so clean, so safe, so detached, it furthers
the idea of the enemies as the ‘other’, thus appearing to legitimise those wars
which are currently taking place in such a way. These games are so frequently are
situated in real life places, where real life wars are occurring right now,
effectively placing you in the shoes of real life soldiers and giving the
player the impression that modern wars are indeed ‘win-able’. Drones within
gameplay, it seems, are merely the next step in legitimising acts of warfare.
For a good overview of Drone Warfare have a look (and a
shudder) at this Aljazeera Video: http://www.aljazeera.com/programmes/peopleandpower/2012/07/201271872041648814.html
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