Page 402 - Battleground The Media Volume 1 and 2
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Product Placement  |    1

              which often features digital graphics of high-tech weapons systems supplied by
              the Pentagon.
                Video games are now used by the military for recruitment and training. The
              Department of Defense contracted with the company Ubisoft to help market
              and distribute America’s Army. At a computer-gaming conference in early 2005,
              Ubisoft deployed the Frag Dolls, a group of young women gamers with names
              like Jinx and Eekers, to demonstrate America’s Army. The “booth babes” posed
              for pictures as they played the games, inviting young men to enter and occupy
              the gaming space. Eekers’s promotional blog about her Combat Convoy Experi-
              ence can be found on the America’s Army Web site. These and the other points
              of convergence between the media and the Department of Defense have led to
              what some critics have called the military/entertainment complex.
                The ongoing merger between the entertainment and military industries, to-
              gether with the use of sophisticated media managing and stagecraft by the gov-
              ernment, have raised serious issues for those concerned with the role of the
              media in a democratic society, especially during times of war. The public relies
              on the media to report the consequences of war, but when the industry is eco-
              nomically and culturally invested in the technologies of war, critics question its
              ability to be an independent source of information. Parents and educators worry
              that young people, especially military recruits, will be unprepared for the actual
              consequences of war. The audio-visual milieu that turns war into entertainment
              also lessens the public’s ability to feel alarm and compassion for those who die in
              wars carried out in its name.
              see also Bias and Objectivity; Embedding Journalists; Government Censorship
              and Freedom of Speech; Media Watch Groups; Nationalism and the Media; Pa-
              parazzi  and  Photographic  Ethics;  Political  Documentary;  Political  Entertain-
              ment; Propaganda Model; Public Opinion; Reality Television; Representations
              of Masculinity; Representations of Women; Sensationalism, Fear Mongering,
              and Tabloid Media; Video Games.
              Further reading: Andersen, Robin. A Century of Media, A Century of War. New York: Peter
                 Lang, 2006; Hedges, Chris. War Is a Force that Gives Us Meaning. New York: Anchor
                 Books, 2002; Robb, David L. Operation Hollywood: How the Pentagon Shapes and Cen-
                 sors the Movies. New York: Prometheus Books, 2004; Solomon, Norman. War Made
                 Easy: How Presidents and Pundits Keep Spinning Us to Death. New York: John Wiley &
                 Sons, 2005; Thussu, Daya Kishan, and Des Freedman, eds. War and the Media. Thou-
                 sand Oaks, CA: Sage, 2003.

                                                                     Robin Andersen


              ProduCt PlaCeMent

                Product  placement  is  the  intentional  and  strategic  positioning  of  brand-
              name products and services in various media for the purposes of advertising
              and brand promotion. Examples include movies, TV shows, video and com-
              puter games, comics, novels, theater productions, even news shows. Why has
              this practice, sometimes called “branded entertainment,” grown into a $4 billion
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