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ņŊńʼnŒŐŎŌňʼnŁ ŏŁňŕŌň¨ňŁ ŏŎŊńŋŎœ ʼnŁň ŋňŊňŒŁŐňőŋŎő

13

ūũū—ŞŮŜŞ ŷ›Ŵŭ ůū

Joint Force Employment

Ŵŭ

Real War

ŧŞŦ ůū

Janus

Ŵŭ

TAC-

OPS

.

34

łŚşŞŦŞ, šŢũ ŢŜũŞŦ ŷŨŞ ůŞ ŮůŢŨŚŲŤ ůŴũ Ţũŷ›ŨŴũ šŰũř—ŢŴũ, ŧŞŦ ŦšŦŞŜůŢŬŞ ůŞ

ޗ›ŢŦŬū›ŷŨޗŞ, ŢũťūŰŮŦŞŮ—ŚũŞ —Ţ ůŤũ Ş›śŲŤŮŤ ›ūŰ ŚŲŢŦ ŮŢ ŷŨūŰŭ ůūŰŭ ŧŨř-

šūŰŭ Ť ›ŬūٛřťŢŦŞ şŢŨůŜŴŮŤŭ ůŴũ šŢŪŦūůśůŴũ ŮůŬŞůŦŴůŹũ, ۛŞŪŦŴ—ŞůŦŧŹũ

ŧŞŦ ŞŪŦŴ—ŞůŦŧŹũ —ŚŮŴ ůŤŭ ŲŬśŮŤŭ ŤŨŢŧůŬūũŦŧŹũ ›ŞŦŲũŦšŦŹũ ›ūŨŚ—ūŰ. ŏŦū ŮŰ-

ŠŧŢŧŬŦ—ŚũŞ, ŧŞůř ůŤ šŦřŬŧŢŦŞ ůŤŭ Ł—ŢŬŦŧŞũŦŧśŭ ޛŜťŢŮŤŭ Ůůū ňŬřŧ ůū 2003, ū

¨ŦūŦŧŤůśŭ ůūŰ ŏŚ—›ůūŰ őŹ—Şůūŭ őůŬŞůūŸ ůŴũ ņŏŁ ŞũŞűŹũŤŮŢ ŢŦŬŴũŦŧř ›Ŭūŭ

ůŞ ŮůŢŨŚŲŤ ůūŰ ŷůŦ «ūŦ ŢŲťŬūŜ ›ūŰ ›ūŨޗř—Ţ ůŹŬŞ ŢŜũŞŦ ŨŜŠū šŦŞűūŬŢůŦŧūŜ»

Ş›ŷ ŞŰůūŸŭ ›ūŰ ›ūŨޗř—Ţ ŮůŞ ŤŨŢŧůŬūũŦŧř ›ŞŦŲũŜšŦŞ ›ūŨŚ—ūŰ».

35

Ľ—Ŵŭ ŢŜ-

ũŞŦ ůŷŮū ›ūŨŨūŜ ūŦ ޗ›ŨŢŧŷ—ŢũūŦ ŧŞŦ ůŷŮŞ ›ūŨŨř ŮۗűŚŬūũůŞ ›ūŰ šŦŞŧŰşŢŸ-

ūũůŞŦ Ş›ŷ ŮůŬŞůŦŴůŦŧūŸŭ ŧŞŦ ŦšŦŴůŦŧŚŭ ޛŦŲŢŦŬśŮŢŦŭ

36

›ūŰ ŢŜũŞŦ şŚşŞŦū ŷůŦ ›Ş-

Ŭŷ—ūŦŢŭ űŴũŚŭ ŢŜůŢ šŢũ ťŞ šūŰũ ůū űŹŭ ůŤŭ šŤ—ūŮŦŷůŤůŞŭ ŢŜůŢ ťŞ ŞũůŦ—ŢůŴ›Ŧ-

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

Ş›ŷ ůŞ ŢŬŴůś—ŞůŞ ŠŸŬŴ Ş›ŷ ůŤ ŮŰũŢŦŮűūŬř ůŤŭ ũŚŞŭ ŠŢũŦřŭ ŮůŬŞůŦŴůŹũ Ůůū ›ŢšŜū ůŤŭ

—řŲŤŭ, šŢũ ŢŜũŞŦ ŨŜŠūŦ ŞŰůūŜ ›ūŰ Ű›ūŮůŤŬŜţūŰũ ŷůŦ ŢŜũŞŦ Ť ›ŤŠś şŜŞŦŴũ Ůۗ›ŢŬŦűūŬŹũ

ŚũŞũůŦ ŢŲťŬŹũ ŧŞŦ űŜŨŴũ. ŃŦŞ ›ŞŬřšŢŦŠ—Ş, ū Der Derain ŷůŦ ůŞ ›ŞŦŲũŜšŦŞ ŞŰůř —ŞťŞŜ-

ũūŰũ ŮůūŰŭ ŲŬśŮůŢŭ-›ŞŜŧůŢŭ ›Źŭ ũŞ ŮŧūůŹũūŰũ ŲŴŬŜŭ ŧř›ūŦū ŮŰũŞŜŮťŤ—Ş ŧŞŦ ůŞ ťŢŴŬŢŜ

Ű›ŢŸťŰũŞ ŠŦŞ ůŦŭ ŢŧŬśŪŢŦŭ şŜŞŭ ŮůŞ ŮŲūŨŢŜŞ ůŴũ ņŏŁ. [ Der Derian,

Virtuous War

op.cit.,

ŮŢŨ.10-11] Ŏ David Grossman ťŢŴŬŢŜ ޛŜŮŤŭ ŷůŦ ůŞ ›ŞŦŲũŜšŦŞ —ŢůŞůŬŚ›ūŰũ ůŞ ›ŞŦšŦř ŮŢ

šūŨūűŷũūŰŭ-—ŞŧŢŨřŬŤšŢŭ ŧŞŦ —řŨŦŮůŞ ůūŰŭ ŧřũūŰũ ũŞ ůū Ş›ūŨŞ—şřũūŰũ, [ŷ›Ŵŭ 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 Ű›ŢŸťŰũŞ 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 ŮůŦŠ—ś ›ūŰ ŮůŦŭ ņŏŁ ůū šŢŨůŜū ůŴũ ŢŦšśŮŢŴũ ۛŚŮůŤ —ŦŞ

šŬŞ—ŞůŦŧś ŧŞťŜţŤŮŤ Ş›ŷ 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 Ś›ŞŦ-

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

őޛůޗşŬŜūŰ 2008] ń›Ŧ›ŬŷŮťŢůŞ, ŠŦŞ ›ūŨŨūŸŭ, ūŦ ŢŦٛŬřŪŢŦŭ Ş›ŷ ůŞ ŤŨŢŧůŬūũŦŧř ›ŞŦ-

ŲũŜšŦŞ ŮŰũŞŠŴũŜţūũůŞŦ ůŦŭ ŞũůŜŮůūŦŲŢŭ ůŴũ ŧŦũŤ—ŞůūŠŬŞűŦŧŹũ ůŞŦũŦŹũ ůūŰ ŕŷŨŰŠūŰũů.

Ÿŭ ›ŞŬřšŢŦŠ—Ş ŞũŞűŚŬūŰũ ŷůŦ Ť ŚŨŢŰŮŤ ůūŰ ›ŞŦŲũŦšŦūŸ

Halo 3

ůū 2007 ŚűŢŬŢ ŮůŤũ ŢůŞŦ-

ŬŢŜŞ ›ŞŬŞŠŴŠśŭ ůūŰ ›ŢŬŜ ůŞ 170 ŢŧŞůū——ŸŬŦŞ šūŨřŬŦŞ ůŦŭ ›ŬŹůŢŭ 24 ŹŬŢŭ ŧŰŧŨūűū-

ŬŜŞŭ ůūŰ. Œū ŢŦŮŷšŤ—Ş ›ūŰ Ť ŧŰŧŨūűūŬŜŞ ůŴũ ŤŨŢŧůŬūũŦŧŹũ ›ŞŦŲũŦšŦŹũ šŤ—ŦūŸŬŠŤŮŢ

ůū Śůūŭ, 2007, ŚűťŞŮŢ ůŞ 9.5 šŦŮŢŧŞůū——ŸŬŦŞ šūŨřŬŦŞ [Electronic Software Association,

“2008: Essential Facts About the Gaming Industry” ŢũŹ ůū 2009 ŞũŚşŤŧŢ ůū ›ūŮŷ ŞŰůŷ

ŮůŞ 11.7 šŦŮŢŧŞůū——ŸŬŦŞ —ŷũū ŮůŦŭ ņŏŁ. [Entertainment Software Association, 2009,

Industry Facts”].