

ņŊńʼnŒŐŎŌňʼnŁ ŏŁňŕŌň¨ňŁ ŏŎŊńŋŎœ ʼnŁň ŋňŊňŒŁŐňőŋŎő
13
ūũūŞŮŜŞ ŷŴŭ ůū
Joint Force Employment
Ŵŭ
Real War
ŧŞŦ ůū
Janus
Ŵŭ
TAC-
OPS
.
34
łŚşŞŦŞ, šŢũ ŢŜũŞŦ ŷŨŞ ůŞ ŮůŢŨŚŲŤ ůŴũ ŢũŷŨŴũ šŰũřŢŴũ, ŧŞŦ ŦšŦŞŜůŢŬŞ ůŞ
ŢŢŦŬūŷŨŢŞ, ŢũťūŰŮŦŞŮŚũŞ Ţ ůŤũ ŞśŲŤŮŤ ūŰ ŚŲŢŦ ŮŢ ŷŨūŰŭ ůūŰŭ ŧŨř-
šūŰŭ Ť ŬūŮřťŢŦŞ şŢŨůŜŴŮŤŭ ůŴũ šŢŪŦūůśůŴũ ŮůŬŞůŦŴůŹũ, ŰŞŪŦŴŞůŦŧŹũ
ŧŞŦ ŞŪŦŴŞůŦŧŹũ ŚŮŴ ůŤŭ ŲŬśŮŤŭ ŤŨŢŧůŬūũŦŧŹũ ŞŦŲũŦšŦŹũ ūŨŚūŰ. ŏŦū ŮŰ-
ŠŧŢŧŬŦŚũŞ, ŧŞůř ůŤ šŦřŬŧŢŦŞ ůŤŭ ŁŢŬŦŧŞũŦŧśŭ ŢŜťŢŮŤŭ Ůůū ňŬřŧ ůū 2003, ū
¨ŦūŦŧŤůśŭ ůūŰ ŏŚůūŰ őŹŞůūŭ őůŬŞůūŸ ůŴũ ņŏŁ ŞũŞűŹũŤŮŢ ŢŦŬŴũŦŧř Ŭūŭ
ůŞ ŮůŢŨŚŲŤ ůūŰ ŷůŦ «ūŦ ŢŲťŬūŜ ūŰ ūŨŢřŢ ůŹŬŞ ŢŜũŞŦ ŨŜŠū šŦŞűūŬŢůŦŧūŜ»
Şŷ ŞŰůūŸŭ ūŰ ūŨŢřŢ ŮůŞ ŤŨŢŧůŬūũŦŧř ŞŦŲũŜšŦŞ ūŨŚūŰ».
35
ĽŴŭ ŢŜ-
ũŞŦ ůŷŮū ūŨŨūŜ ūŦ ŢŨŢŧŷŢũūŦ ŧŞŦ ůŷŮŞ ūŨŨř ŮŰűŚŬūũůŞ ūŰ šŦŞŧŰşŢŸ-
ūũůŞŦ Şŷ ŮůŬŞůŦŴůŦŧūŸŭ ŧŞŦ ŦšŦŴůŦŧŚŭ ŢŦŲŢŦŬśŮŢŦŭ
36
ūŰ ŢŜũŞŦ şŚşŞŦū ŷůŦ Ş-
ŬŷūŦŢŭ űŴũŚŭ ŢŜůŢ šŢũ ťŞ šūŰũ ůū űŹŭ ůŤŭ šŤūŮŦŷůŤůŞŭ ŢŜůŢ ťŞ ŞũůŦŢůŴŦ-
34. J.C. Herz and M. Macedonia, “Computer Games and the Military: Two Views”,
Defense
Horizons,
No.11 (2002)
35. R. Atkinson, “Generl: A Longer War Possible”,
Washington Post,
28 ŋŞŬůŜūŰ 2003. ńŧůŷŭ
Şŷ ůŞ ŢŬŴůśŞůŞ ŠŸŬŴ Şŷ ůŤ ŮŰũŢŦŮűūŬř ůŤŭ ũŚŞŭ ŠŢũŦřŭ ŮůŬŞůŦŴůŹũ Ůůū ŢšŜū ůŤŭ
řŲŤŭ, šŢũ ŢŜũŞŦ ŨŜŠūŦ ŞŰůūŜ ūŰ ŰūŮůŤŬŜţūŰũ ŷůŦ ŢŜũŞŦ Ť ŤŠś şŜŞŦŴũ ŮŰŢŬŦűūŬŹũ
ŚũŞũůŦ ŢŲťŬŹũ ŧŞŦ űŜŨŴũ. ŃŦŞ ŞŬřšŢŦŠŞ, ū Der Derain ŷůŦ ůŞ ŞŦŲũŜšŦŞ ŞŰůř ŞťŞŜ-
ũūŰũ ŮůūŰŭ ŲŬśŮůŢŭ-ŞŜŧůŢŭ Źŭ ũŞ ŮŧūůŹũūŰũ ŲŴŬŜŭ ŧřūŦū ŮŰũŞŜŮťŤŞ ŧŞŦ ůŞ ťŢŴŬŢŜ
ŰŢŸťŰũŞ ŠŦŞ ůŦŭ ŢŧŬśŪŢŦŭ şŜŞŭ ŮůŞ ŮŲūŨŢŜŞ ůŴũ ņŏŁ. [ Der Derian,
Virtuous War
op.cit.,
ŮŢŨ.10-11] Ŏ David Grossman ťŢŴŬŢŜ ŢŜŮŤŭ ŷůŦ ůŞ ŞŦŲũŜšŦŞ ŢůŞůŬŚūŰũ ůŞ ŞŦšŦř ŮŢ
šūŨūűŷũūŰŭ-ŞŧŢŨřŬŤšŢŭ ŧŞŦ řŨŦŮůŞ ůūŰŭ ŧřũūŰũ ũŞ ůū ŞūŨŞşřũūŰũ, [ŷŴŭ ŞũŞ-
űŚŬŢůŞŦ Ůůūũ H. Jenkins, “The War Between Effects and Meaning: Rethinking the Video
Game Debate”,
http://web.mit.edu/cms/faculty/WarEffectMeaning.htm(2005)] ŢũŹ Ť
Mary Sprio ůŞ ťŢŴŬŢŜ ŰŢŸťŰũŞ ŠŦŞ ůŞ ŷŮŞ ŮŰũŚşŤŮŞũ ŮůŦŭ űŰŨŞŧŚŭ ůūŰ Abu-Ghraib. M.
Snider, “Big-Selling War Games May Carry Bigger Cost”,
USA Today,
9 ňūŰũŜūŰ 2004
36. ńŜũŞŦ ŲŞŬŞŧůŤŬŦŮůŦŧŷ ŷůŦ ůŤ ŮůŦŠś ūŰ ŮůŦŭ ņŏŁ ůū šŢŨůŜū ůŴũ ŢŦšśŮŢŴũ ŰŚŮůŤ ŦŞ
šŬŞŞůŦŧś ŧŞťŜţŤŮŤ Şŷ ůū ūŮūŮůŷ ůūŰ 90% ŮůŤ šŢŧŞŢůŜŞ ůūŰ 1960 ŮŢ ŞŰůŷ ůūŰ 30% ůū
2000, [D.K. Thussu, “Live TV and Bloodless Deaths; War, Infotainment and 24/7 News” in
D.K. Thussu and D. Freedman (eds),
War and the Media: Reporting ConÁict 24/7
(London:
Sage, 2003) ŮŢŨ.121] ůū 69% ůŴũ ŞŬŲŤŠŹũ ůŤŭ ūŦŧūŠŢũŢŜŞŭ šśŨŴŮŞũ ůū 2006 ŷůŦ ŚŞŦ-
ţŞũ ŤŨŢŧůŬūũŦŧř ŞŦŲũŜšŦŞ. [Electronic Software Association, “2007: Essential Facts
About the Gaming Industry” (2007)] ŁũůŜŮůūŦŲŤ ŚŬŢŰũŞ ůūŰ PEW Internet & American
Life Project ůū 2008 ŚšŢŦŪŢ ŷůŦ 97% ůŴũ ŞŦšŦŹũ ŤŨŦŧŜŞŭ 12-17 ŢůŹũ (99% ŮůŞ ŞŠŷŬŦŞ ŧŞŦ
94% ŮůŞ ŧūŬŜůŮŦŞ) ŞŜţūŰũ ŤŨŢŧůŬūũŦŧř ŞŦŲũŜšŦŞ. ŃŦŞ ůūŰŭ ŢũśŨŦŧŢŭ, 18 ŧŞŦ řũŴ, ůū ū-
ŮūŮůŷ ŢŜũŞŦ Ůůū 53%. [“Teens, Video Games and Civics”, “Adults and Video Games”, 16
őŢůŢşŬŜūŰ 2008] ńŦŬŷŮťŢůŞ, ŠŦŞ ūŨŨūŸŭ, ūŦ ŢŦŮŬřŪŢŦŭ Şŷ ůŞ ŤŨŢŧůŬūũŦŧř ŞŦ-
ŲũŜšŦŞ ŮŰũŞŠŴũŜţūũůŞŦ ůŦŭ ŞũůŜŮůūŦŲŢŭ ůŴũ ŧŦũŤŞůūŠŬŞűŦŧŹũ ůŞŦũŦŹũ ůūŰ ŕŷŨŰŠūŰũů.
ŭ ŞŬřšŢŦŠŞ ŞũŞűŚŬūŰũ ŷůŦ Ť ŚŨŢŰŮŤ ůūŰ ŞŦŲũŦšŦūŸ
Halo 3
ůū 2007 ŚűŢŬŢ ŮůŤũ ŢůŞŦ-
ŬŢŜŞ ŞŬŞŠŴŠśŭ ůūŰ ŢŬŜ ůŞ 170 ŢŧŞůūŸŬŦŞ šūŨřŬŦŞ ůŦŭ ŬŹůŢŭ 24 ŹŬŢŭ ŧŰŧŨūűū-
ŬŜŞŭ ůūŰ. Œū ŢŦŮŷšŤŞ ūŰ Ť ŧŰŧŨūűūŬŜŞ ůŴũ ŤŨŢŧůŬūũŦŧŹũ ŞŦŲũŦšŦŹũ šŤŦūŸŬŠŤŮŢ
ůū Śůūŭ, 2007, ŚűťŞŮŢ ůŞ 9.5 šŦŮŢŧŞůūŸŬŦŞ šūŨřŬŦŞ [Electronic Software Association,
“2008: Essential Facts About the Gaming Industry” ŢũŹ ůū 2009 ŞũŚşŤŧŢ ůū ūŮŷ ŞŰůŷ
ŮůŞ 11.7 šŦŮŢŧŞůūŸŬŦŞ ŷũū ŮůŦŭ ņŏŁ. [Entertainment Software Association, 2009,
Industry Facts”].