US Army to invest $26 billion in gaming-based training by 2028
A recent report forecasts that the US military will allocate over $26 billion annually to gamification and simulation-based training by 2028.
Globally, armed forces are increasingly integrating gamification into their training and recruitment processes. This approach includes elements such as points, leaderboards, and badges, aimed at enhancing skills and knowledge acquisition. The effectiveness, potential for desensitization, and ethical implications of gamification are subjects of ongoing debate.
Gamified training often involves military personnel engaging with game-like simulations, including popular video games repurposed for training, such as the Marine Corps' use of "Marine Doom."
The majority of these programs adhere to the AFSIM (Advanced Framework for Simulation, Integration, and Modelling) system, which originated from a Boeing initiative and was adopted by the US Air Force.
The US is at the forefront of this trend. According to GlobalData’s report on Gamification and Simulation Training in Defence, the US military represented 92% of the global market in 2022, investing around $25 billion.
As geopolitical tensions and security concerns escalate, particularly in Europe and the Asia-Pacific region, other countries are also investing in gamified training and simulation technologies.
The report predicts that the overall market for gamification in defense will expand at a compound annual growth rate (CAGR) of 2.6% from 2022 to 2032, reaching an estimated $37.5 billion.
Rising Ethical Concerns Over Recruitment Practices
The adoption of gamified training by US Army branches is often justified by claims of its benefits for young recruits. For example, the US Navy published a 2022 paper suggesting that video games can enhance information processing and neuroplasticity. Both the US Navy and Marine Corps have long utilized video games, simulators, and virtual reality.
However, there is skepticism, particularly regarding the use of video games for recruitment. In 2020, the US military controversially used Twitch, a platform popular for video game streaming, to direct users to a recruitment page. This led to Democratic Representative Alexandria Ocasio-Cortez proposing a ban on this recruitment strategy, which was ultimately rejected. Twitch later banned a military ‘giveaway’ promotion.
The US Army has established esports teams, including collaborations with gaming influencers such as TheWarOwl and Melonie Mac. Additionally, the military has a presence on platforms like Twitch, YouTube, Instagram, and Discord, and has even developed its own video games like "America’s Army."
Despite age restrictions on social media and online gaming platforms, which typically require users to be at least 13 years old, these limits are easily circumvented. While the US military officially refrains from recruiting individuals under 17, their recruitment strategies frequently engage with younger audiences.
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