Beyond the Call of
Duty: why shouldnt
video game players
face the same
dilemmas as real
soldiers?
Ben Clarke, Christian Rouffaer and
Franc¸ois Se
´
ne
´
chaud*
Ben Clarke is an associate professor, University of Notre Dame
Australia, and former adviser at the Civil Society Relations Unit,
International Committee of the Red Cross (ICRC).
Christian Rouffaer is adviser at the Unit for Relations with
Armed Forces, Division for the Integration and Promotion of the
Law, ICRC.
Franc¸ois Se
´
ne
´
chaud is the head of division for the Integration
and Promotion of the Law, ICRC.
Abstract
Video games are inuencing users perceptions about what soldiers are permitted to
do during war. They may also be inuencing the way combatants actually behave
during todays armed conicts. While highly entertaining escapism for millions of
players, some video games create the impression that prohibited acts, such as torture
and extrajudicial killing are standard behaviour. The authors argue that further
integration of international humanitarian law (IHL) can improve knowledge of the
rules of war among millions of players, including aspiring recruits and deployed
soldiers. This, in turn, offers the promise of greater respect for IHL on tomorrows
battleelds.
* We would like to thank Helen Durham, Alexandra Boivin, Neil Davidson, Ray Smith, and Vincent
Bernard for their valuable input. The views expressed here are those of the authors and do not necessarily
reect the position of the International Committee of the Red Cross.
Volume 94 Number 886 Summer 2012
doi:10.1017/S1816383113000167 711
Keywords: video games, influence, behaviour, undermining effect, applicability, challenges, messages,
obligation, initiative, trivializing.
As I scan the horizon for targets, a river of ames cuts through the night sky;
dancing streams of red and white light up the city. I see white phosphorous all
around us. This stuff is death to all it touches. Our 155 mm artillery shells,
alternating between white phosphorous and high explosive, soften up enemy
positions in advance of the assault. In a split second, we will leave the safety of
our armoured vehicle and start the bloody work of grunts: searching houses and
killing villains. We must push forward. We cant let the terrorists fall back and
regroup. Weve grabbed a foothold in the city and must exploit it by driving as
deep as possible into enemy territory. Our instructions are to take out the likely
enemy headquarters, a big house down the street. The success of the whole
campaign rests upon our shoulders.
Our squad leader turns to us, gives a few quick orders, and moves to the back
gate. I throw a grenade toward the municipal building. When it explodes, smoke
and dirt swirl around the street. We re a few 40 mm M203 rounds for good
measure. The explosion leaves a makeshift smoke screen. As we progress, one
team member is taken down by sniper re from a building on our left. It looks
like a hotel. I call in a drone strike. Almost immediately its lethal load hits the
multistorey building, reducing it to rubble. No need to bother about potential
occupants or collateral damage; the entire city, manned only by treacherous
terrorists, can be destroyed. Any human our team encounters is a target. Anti-
personnel land mines are a good way to secure streets and buildings we have
cleared. For four hours in a row, we repeatedly enter houses, killing anyone in
our line of sight and grabbing their dog tags as trophies. Enemy wounded, as a
rule, try to ght back. Those who dont get a double tap anyway, just like all the
rest. After all, there is no surrender option. Only enemy leaders are taken alive:
you cant beat intelligence out of dead people. Afterwards, headshots from my
M4 Bushmaster with the silencer I got for reaching 100 kills are good for my
game ranking.
1
Video games
2
offer players the possibility to use the latest weapons against enemy
combatants on contemporary battleelds. Yet as realistic as they may look and
sound, these games often portray lawless armed conicts in which actions are
without consequences. This sends negative messages to players about the existence
of, and need to respect, humanitarian norms during real armed conicts. Why cant
1 Fictional account inspired by the authors experience of video games and an account of the battle of
Fallujah in David Bellavia, House to House an Epic Memoir of War, Free Press, New York, 2007.
2 In this article, the term video games is used to describe electronic rst person shooter games depicting
combat situations including contemporary battleelds, such as Iraq, Afghanistan, Lebanon, Somalia, and
the Levant where players re at enemy targets. First person shooter games is the industrys term for
electronic games where players re at enemy targets. As this article is aimed at a broader readership, the
term video games is used instead.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
712
players enjoy video games that truly reect the dilemmas of modern combatants?
Can video games be a positive medium of inuence to reinforce understanding and
respect for the law? Why cant players be rewarded for compliance with the rules
governing the use of force as well as the treatment of persons in the hands of the
enemy and sanctioned for violating the same?
***
With hundreds of millions of active players (or gamers) around the
world,
3
the video games industry has become a global phenomenon that transcends
social, cultural, geographical, age, and income brackets. While the vast majority of
video games do not depict combat situations or indeed any form of violence, those
that do represent a highly lucrative, if narrow, segment of the video game market.
4
From Rio de Janeiro to Ramallah, children and adults including enlisted soldiers
and budding recruits are enthralled by this form of militainment (see gures
throughout article).
5
Video games and international humanitarian law (IHL) is a relatively new
and fragmented eld of enquiry, spanning a range of discourses. There is little in the
way of IHL-focused literature on the subject. This article is very much an
exploratory piece. Its purpose is to highlight the potential impact of these games on
players perceptions of the normative framework governing the use of force. Our
focus is upon rst person shooter games depicting combat situations, that is, those
games where players re at enemy targets on contemporary battleelds, such as Iraq,
Afghanistan, Lebanon, Somalia, and other contexts in the Levant.
6
As depiction of
violence per se is not the issue being addressed in this contribution, video games
that portray more ctional scenarios including medieval fantasy or futuristic wars in
outer space are beyond the scope of this article. In the rst section, we begin by
highlighting the potential inuence of video games on players perception about
applicable rules in real battleelds. The second section examines the applicability of
IHL and international human rights law (IHRL) to contemporary situations
portrayed in video games. In the third section, attention turns to challenges posed to
3 One company, Spil Games, claims to have 130 million active monthly users of its online games. It
estimates that 510 million people were playing online games in 2010: SPIL GAMES, 2010 State of Gaming
Report. According to one estimate this is multi-billion dollar industry generated at least $70 billion in
2011. See IDATE, World Video Game Market Data & Forecasts, 20112015, 17 January 2012.
4 At the time of publication, the most popular video games were Call of Duty: Black Ops 2, Madden NFL 12,
Halo 4, Assassins Creed 3, Just Dance 4, NBA 2K13, Borderlands 2, Call of Duty: Modern Warfare 3, Lego
Batman 2: DC Super Heroes, and FIFA 12. For current sales gures for the various platforms (games), see
10 best selling videogames in 2012,inMarket Watch, 10 January 2013, available at: http://www.
marketwatch.com/story/10-best-selling-videogames-in-2012-2013-01-10 (last visited January 2013).
5 Militainment has been dened as war packaged for pleasurable consumption and entertainment with
military themes in which the (US) Department of Defense is celebrated. See Roger Stahl, Militainment,
Inc. War, Media and Popular Culture, Routledge, New York, 2009, p. 6, and view Militainment, Inc:
militarism and pop culture, available at: http://video.google.com/videoplay?docid=-2373519247173568764
(last visited 25 May 2012).
6 Electronic games can be played on different platforms the most common being PCs and consoles. Games
played on PCs are commonly known as computer games while those played on consoles are called video
games. This article uses the term video games to refer to both.
Volume 94 Number 886 Summer 2012
713
humanitarian norms by games that are marketed as providing a real-life experience
of combat, but actually portray battleelds that are essentially lawless. In the nal
section, the authors explain the International Committee of the Red Crosss (ICRC)
joint initiative with various Red Cross National Societies to work together with the
video game industry to encourage innovation for better integration of IHL and
IHRL in these games. We note that through this initiative, video games with their
vast reach and capacity for the transfer of knowledge and skills can become
important vectors for the promotion of humanitarian norms.
7
Inuence of video games
Video games and violent behaviour
It is a truism that technology is transforming how wars are fought. In our view,
technology is also transforming the way we imagine war. Traditionally, perceptions
of war have been shaped by heroic and epic songs, stories, plays, and movies. Today,
millions have ready access to increasingly realistic movies and video games crafted
with input from ex-military personnel who served on contemporary battleelds.
8
In
some cases, the depiction of armed conict in video games is so realistic that it is
difcult to distinguish real war footage from fantasy (Figures 1 and 2).
9
When
compared to movies, video games have unprecedented novelty. Players are active
participants in simulated warfare. Unlike passive spectators of traditional media
such as movies, video game players make decisions to use or refrain from using
force. In reaction to this development, 59 per cent of respondents to an Australian
government survey stated that video games should be classied differently to other
media forms, precisely because the player is invited to participate in video game
violence, not just watch violence.
10
In the same survey, 63 per cent of respondents believed that playing
violent computer games results in real life violence. While this widespread
belief is revealing, it is not conclusively supported by research. The scientic
literature is divided on the inuence of video games on human behaviour,
7 The same is true of military training simulators that depict contemporary battleelds. Increasingly, they
are used by armed forces to operationalize the laws of armed conict for military personnel. Given their
function, military training simulators are more likely to integrate IHL than commercial video games.
However, they also reach a far smaller audience. For these reasons the primary focus of this article is on
video games.
8 The increasing realism of video games that depict modern battleelds has drawn attention to commercial-
military collaboration in the development of games. See, for instance, Documentary Ofcial
Call of Duty Black Ops 2, available at: http://www.youtube.com/watch?feature=player_embeded&v=
Gm5PZGb3OyQ (last visited 24 May 2012).
9 What qualies as a realistic video game that portrays armed conict is nuanced and somewhat subjective.
Some games include realistic looking weapons and battleeld environments but have unrealistic features
(e.g., players can come back to life).
10 Australian Government Attorney-Generals Department, Community Attitudes To R18 + Classication Of
Computer Games, Report, November 2010, available at: www.ag.gov.au (last visited 5 April 2012).
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
714
Figure 1. This is a real photo-image taken during combat in Fallujah. © Anja Niedringhaus/
Keystone.
Figure 2. In ArmA II, players ght in realistic looking environments. This and other scenes closely
resemble footage recorded during real military operations. © Bohemia Interactive.
Volume 94 Number 886 Summer 2012
715
especially when the question is framed: Can playing video games lead to violent
behaviour?
11
While there is no compelling evidence to support that proposition,
revelations that killers have actually used video games as training tools has kept
these issues in the media spotlight.
12
When it comes to dening the psychological impact of a particular
stimulus on an individual, scientic researchers cannot overcome a number of
impediments to drawing conclusions that apply to a population as a whole. A range
of factors produce differences from one person to another including genetics, the
social environment, and the degree of violence within the society of one particular
individual. Access to weapons, poverty, and the degree of violence within ones
family are believed to be essential factors in the decision to resort to armed
violence. Moreover, most scientic research on the causes of violent behaviour is
conducted within developed countries where violence is more limited and severely
sanctioned. As access to Internet and video games is no longer limited to privileged
countries,
13
scientic research conducted in say Nairobi or in the favelas of
Rio de Janeiro could yield very different conclusions from existing, often US-based,
11 For an illustration of the scientic debate: Anderson et al, assert a causal link between violent games and
violent behaviour: Craig A. Anderson, Akiko Shibuya, Nobuko Ihori, Edward L. Swing, Brad J. Bushman,
Akira Sakamoto, Hannah R. Rothstein and Muniba Saleem, Violent video game effect on aggression,
empathy and prosocial behaviour in eastern and western countries: a meta-analytic review,in
Psychological Bulletin, Vol. 136, No. 2, pp. 151173. For Ferguson the link is not proven and attention
should be focused elsewhere (e.g., on poverty and domestic violence). See Christopher J. Ferguson,
Media violence effects: conrmed truth or just another X-le?,inJournal of Forensic Psychology,Vol.9,
No. 2, AprilJune 2009, pp. 103126. This is also the conclusion of the Swedish Media Council, Summary
of Violent Computer Games and Aggression An Overview of the Research 20002011, Swedish Media
Council, Stockholm, 2012, available at: http://www.statensmedierad.se/upload/_pdf/Summery_
Violent_Computer_Games.pdf (last visited 20 December 2012), and Brown, Governor of California,
et al. v. Entertainment Merchants Association et al., Certiorari to the United States Court of Appeals for
the Ninth Circuit, No. 081448. Argued 2 November 2010 Decided 27 June 2011 (hereinafter Brown)
where the majority of the US Supreme Court noted that: Psychological studies purporting to show a
connection between exposure to violent video games and harmful effects on children do not prove that
such exposure causes minors to act aggressively. Any demonstrated effects are both small and
indistinguishable from effects produced by other media (Scalia, J., p. 13, who delivered the opinion of the
Court, in which Kennedy, Ginsburg, Sotomayor, and Kagan, JJ., joined. Alito, J., led an opinion
concurring in the judgment, in which Roberts, C. J., joined. Thomas, J., and Breyer, J., led dissenting
opinions.)
12 Tragic events including mass killings by gunmen at Columbine, Virginia Tech, and Sandy Hook have
heightened public concern. Like Norwegian mass murderer Anders Breivik, several US perpetrators
regularly played Call of Duty. Police observations regarding similarities between Sandy Hook gunman
Adam Lanzas modus operandi and methods used in a video game he frequently played are particularly
revealing. See Dave Altimari and Jon Lender, Sandy Hook shooter Adam Lanza wore earplugs,in
Hartford Courant, 6 January 2013, available at: http://articles.courant.com/2013-01-06/news/hc-sandy-
hook-lanza-earplugs-20130106_1_police-cars-lauren-rousseau-newtown (last visited 10 January 2013).
13 In 2008 an estimated 31,68 million people, worldwide, played online video games, out of which an
estimated 3 million played rst person shooter games. These gures do not take into account those people
who played either on unconnected computers, PlayStations or cell phones. In the Middle East, in 2010, 64
million people played online video games or on PlayStations. In 2012 there are an estimated 211.5 million
video-games players in the US. See Mobile gamers now represent the largest gamer segment,inNPD,
5 September 2012, available at: https://www.npd.com/wps/portal/npd/us/news/press-releases/pr_120905/
(last visited 20 October 2012). In Turkey, in 2012, an estimated 21.8 million people played video games on
computers, smartphones, and game consoles. See Infographic 2012,inNewZoo, 21 June 2012, available
at: http://www.newzoo.com/infographics/infographic-turkey/ (last visited 20 October 2012).
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
716
research.
14
In any case, while researchers have not established a causal link between
violent games and violent behaviour, they have not excluded such a link.
Video games, training, and skills acquisition
There is little doubt that video games represent an efcient medium for the transfer
of knowledge and skills. According to a recent French language survey,
15
more than
50 per cent of players claimed to play between one and four hours per day and over
90 per cent had played games depicting graphic armed violence. Repetition of
actions is essential to the acquisition of automatism. Recognized by military leaders
since antiquity, this technique is institutionalized in military training, and com-
monly known as the drill. While playing for hours, regularly repeating the same
actions and scenarios, video game players focus on the objective to be attained.
Methods used are simply a means to achieving the goal. Inevitably, players learn
from their own actions as well as from images displayed on the screen.
When performing as expected by the video game scenario or script, players
are rewarded symbolically with a bonus, a medal, or improved equipment or
weaponry, or by moving to the next stage of the game. Such rewards, combined with
hormones produced by the brain, provide a sense of satisfaction and fullment for
actions performed and skills learned.
16
Arguably, a player regularly exposed to video
game scenes of torture and perhaps compelled by the script to act out torture
17
(to proceed to the next stage) and then rewarded for doing so will not necessarily
commit acts of torture in real life. However, such a person may nd himself or
herself more easily inclined to regard torture as an acceptable behaviour. A study,
conducted by the American Red Cross, while not mentioning video games, offers
important insights into what Americans think about certain conduct frequently
depicted in video games, including torture.
18
Of the youth surveyed, 59 per cent
considered the torture of captured enemy soldiers or ghters in order to
14 In the US alone there have been more than 200 studies into violence in the media. Over the last eighty
years these studies have gradually shifted from cinema, to television, and now concentrate on video games.
15 Gaël Humbert-Droz, Les jeux vidéos et le droit international, 2012. This survey was posted on the
following forums: jeuxvideo.com, Forum FantabobShow, Forum DpStream : Forum BF-France (battleeld
France). The survey is no longer available online (copy on le with the authors).
16 See, for instance, Douglas A. Gentile, Video games affect the brain for better and worse,inthe Dana
Foundation, 23 July 2009, available at: http://www.dana.org/news/cerebrum/detail.aspx?id=22800 (last
visited 10 February 2012).
17 By way of example, torture scenes appear in Call of Duty: World at War. See Call of Duty: Modern
Warfare 2,inWikia, available at: http://callofduty.wikia.com/wiki/Call_of_Duty:_Modern_Warfare_2
(last visited 10 October 2012). In Call of Duty: Black Ops, the player must take part in an act of torture
(they must give a command for the hero to hit in the face a detainee in whose mouth shards of glass were
previously introduced). In Call of Duty: Modern Warfare 3, the superior of the player tortures a Somali
commander before shooting a bullet in his head (Figure 4). While the presence of torture in the narrative
of these games certainly leaves no one indifferent, the rationale for its inclusion is unclear.
18 More than two-fths of youth (41%) believe there are times when it is acceptable for the enemy to torture
captured American prisoners, while only 30% of adults agree. More than half of youth (56%) believe that
there are times when it is acceptable to kill enemy prisoners in retaliation if the enemy has been killing
American prisoners, while only 29% of adults agree. Brad A. Gutierrez, Sarah DeCristofaro and Michael
Woods, What Americans think of international humanitarian law,inInternational Review of the Red
Cross, Vol. 93, No. 884, December 2011, pp. 10091034.
Volume 94 Number 886 Summer 2012
717
extract important military information as acceptable (compared to 51 per cent of
adults). Only 45 per cent and 40 per cent respectively said this conduct was never
acceptable.
The utility of video games and virtual environments for training and skills
acquisition has been recognized by armed forces, leading to commercial-military
collaboration in the development of games. Collaboration between the video game
industry and the military is not new.
19
Interaction ows in two directions and takes
several forms. Commercial war game developers advise the armed forces on how to
make their recruitment games more entertaining, while serving or former military
personnel add realism to stories and scenes in commercial games.
20
Meanwhile,
footage from real armed conicts is adapted for use in both battleeld training
software and commercial video games. Military interest in video games is not
difcult to fathom. According to one study, US military personnel and potential
recruits play video games at a higher rate than the general population.
21
AUSNavy
review of the effectiveness of instructional games concluded that, for various
different tasks and diverse learning groups, some games could provide effective
learning in areas such as mathematics, attitudes, electronics, and economics.
22
Computer simulation programmes have also been developed to assist veterans to
reintegrate into society
23
and help trauma victims.
24
Another instance of the use
of video games as a medium of inuence is provided by the US Armys most
powerful recruitment tool: a multiplayer
25
video game. In Americas Army, players
19 For a brief history of how virtual worlds of war became a mutual enterprise uniting the media and
military industries, see Robin Andersen and Marin Kurti, From Americas Army to Call of Duty: doing
battle with the military entertainment complex,inDemocratic Communique, Vol. 23, No. 1, 2009, p. 45,
available at: http://www.democraticcommunications.org/communique/issues/Fall2009/andersen.pdf
(last visited 20 February 2012). See also, Tony Fortin, Jeux vidéo et monde militaire, un couple
inséparable?,inRue89, 22 September 2012, available at: http://www.rue89.com/2012/09/22/jeux-video-et-
monde-militaire-un-couple-inseparable-235526 (last visited 20 October 2012).
20 For example, in 2002, Bohemia Interactive, creators of the video game ARMA II, developed a battleeld
simulation system for the US armed forces. Virtual Battlespace (VBS) 1 and 2 are now used by armed
forces including the US Marine Corps (and several other branches of the US armed forces), the British,
Australian, New Zealand, and Canadian armed forces, and NATO. See also, US Armys new virtual
simulation training system,inDefence Talk, 30 May 2011, available at: http://www.defencetalk.com/army-
virtual-simulation-training-system-34543/ (last visited 20 October 2012).
21 US military research suggests that 75% of male staff enlisted in the US military may play video games at
least once a week, compared to 40% of the general US population. B. W. Knerr, Virtual media for military
applications, Paper 21, Current Issues in the Use of Virtual Simulations for Dismounted Soldier Training
Data, 2006. The study does not specify the type of game played (e.g., rst person shooter or role-playing
game).
22 Robert T. Hayes, The effectiveness of instructional games: a literature review and discussion, Naval Air
Warfare Center Training Systems Division, Orlando, 2005, p. 6, available at: http://www.stottlerhenke.
com/projects/matisse/background_docs/Instr_Game_ReviewTr_2.005.pdf (last visited 10 January 2012).
23 US war woe: suicide kills more soldiers than combat,inRT, 23 December 2011, available at: http://www.
rt.com/news/us-soldiers-suicide-combat-487/ (last visited 20 May 2012).
24 See Laurin Biron, Virtual reality helps service members deal with PTSD, 11 June 2012, available at: http://
www.defensenews.com/article/20120611/TSJ01/306110003/Virtual-Reality-Helps-Service-Members-Deal-
PTSD (last visited 20 June 2012). See generally, Jane McGonigal, Reality Is Broken: Why Games Make Us
Better and How They Can Change the World, Penguin Press, New York, 2011 (this post-doctoral work
assesses how to harness the power of games to solve real-world problems).
25 Multiplayer games are set in an open battleeld. Dozens of people connect to the Internet compete to
capture the enemy ag or eliminate other players.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
718
engage together with others connected on the Internet in imaginary military
operations in mostly urban settings that resemble combat conditions in Iraq and
Afghanistan. Massachusetts Institute of Technology (MIT) researchers argue that
this free online game is a more effective recruitment tool than all other forms of US
Army advertising combined.
26
In addition to being a useful vector for communicat-
ing information of clear interest to potential recruits (for example, equipment,
salaries, and career opportunities), the game is a tool for inculcating military values.
27
Resorting to video games as a medium of inuence is not limited to the
US or Western world armed forces. Under Siege (Tahta al Hisar),
28
a video game
developed and produced in Damascus, Syria, departs from the familiar script of
American soldiers as the heroes doing battle in Muslim countries. Set during the
Second Intifada and designed for Arab youngsters, Under Siege offers a Middle
Eastern view of that conict. Players get to assume the role of a young Palestinian
facing Israeli occupation. Hezbollahs video game Special Forces 2 Tale of the
Truthful Pledge, a follow up to Special Force (2003), adopts a similar approach. The
second edition depicts armed conict between Israel and Hezbollah based on key
phases of the 2006 armed conict.
29
Another, albeit indirect, form of interaction between the military and the
video game sphere is to be observed through the new generation of unmanned
aerial vehicle (or drone) pilots who bring years of video-gaming experience to their
new role of conducting combat operations.
30
This has sparked debate about whether
such experience shapes attitudes and behaviour. The question of whether drone
pilots have a PlayStation mentality has generated heated debate within military
circles. Concerns have been voiced by senior military ofcials about video games
shaping perceptions about what is acceptable behaviour during war, including the
perceptions of experienced video gamers recruited to operate armed drones from
remote locations far from the battleeld.
31
This issue deserves further examination
by researchers independent of government and military forces.
The then UN Special Rapporteur on Extrajudicial, Summary or Arbitrary
Executions Philip Alston, frames the issue in the following way:
Young military personnel raised on a diet of video games now kill real people
remotely using joysticks. Far removed from the human consequences of their
26 Jeremy Hsu, For the US military, video games get serious,inLive Science, 19 August 2010, available at:
http://www.livescience.com/10022-military-video-games.html (last visited 15 June 2012).
27 One example is the notion of hero: biographies of real heroes in the US army can be found on the
Americas Army website, available at: http://www.americasarmy.com/realheroes/ (last visited 24 May
2012).
28 Kim Ghattas, Syria launches Arab war game,inBBC News, 31 May 2002, available at: http://news.bbc.co.
uk/2/hi/middle_east/2019677.stm (last visited 15 June 2012).
29 Tom Perry, Hezbollah brings Israel war to computer screen,inReuters, 16 August 2007, available at:
http://www.reuters.com/article/2007/08/16/us-lebanon-hezbollah-game-idUSL1662429320070816 (last
visited 10 January 2012).
30 Peter W. Singer, Meet the Sims ...and shoot them,inForeign Policy, March 2010, available at: http://
www.foreignpolicy.com/articles/2010/02/22/meet_the_sims_and_shoot_them (last visited 24 May 2012).
31 Air Marshall Brian Burridge, Post-modern warghting with unmanned vehicle systems: esoteric chimera
or essential capability?,inRUSI Journal, Vol. 150, No. 5, October 2005, pp. 2023.
Volume 94 Number 886 Summer 2012
719
actions, how will this generation of ghters value the right to life? How will
commanders and policymakers keep themselves immune from the deceptively
antiseptic nature of drone killings? Will killing be a more attractive option than
capture? Will the standards for intelligence-gathering to justify a killing slip?
Will the number of acceptable collateral civilian deaths increase?
32
Video games and the factors inuencing the behaviour of combatants
On the issue of video games and their potential inuence on behaviour, it is
instructive to compare the mechanisms that shape the behaviour of combatants in
real life and those at play within video games. Through empirical research and a
review of the literature, the ICRC has identied various factors that are crucial in
conditioning the behaviour of combatants in armed conicts. The goal of a 2004
study
33
was to identify the causes of violations of IHL. It focused mainly on psycho-
sociological factors universally present in any group of armed combatants taking
part in a war, such as the inuence of the group, integration within a hierarchy, and
moral disengagement.
34
Interestingly (or disturbingly), most of these factors may
also be identied in video games. With respect to behaviour of combatants, the
study found that:
Combatants are subject to group conformity phenomena such as depersona-
lization, loss of independence and a high degree of conformity. This is a situ-
ation that favours the dilution of the individual responsibility of the combatant
within the collective responsibility of his combat unit. ... Combatants are also
subject to a process of shifting individual responsibility from themselves to their
superior(s) in the chain of command. While violations of IHL may sometimes
stem from orders given by such an authority, they seem more frequently to be
connected with a lack of any specic orders not to violate the law or an implicit
authorization to behave in a reprehensible manner. ... Combatants who have
taken part in hostilities and been subjected to humiliation and trauma are led, in
the short term, to perpetrate violations of IHL. ... The gulf observed between
the acknowledgement and application of humanitarian norms derives from a
series of mechanisms leading to the moral disengagement of the combatant
and to the perpetration of violations of IHL. The moral disengagement of
32 Philip Alston and Hina Shamsi, A killer above the law,inThe Guardian, 2 August 2010, available at:
http://www.guardian.co.uk/commentisfree/2010/feb/08/afghanistan-drones-defence-killing (last visited 1
August 2012).
33 Daniel Muñoz-Rojas and Jean-Jacques Frésard, The roots of behaviour in war understanding and
preventing IHL violations, in International Review of the Red Cross, Vol. 86, No. 853, March 2004,
pp. 169188 (hereinafter the study).
34 Moral disengagement is a complex process and malicious acts are always the product of interactions
between personal, social and environmental inuences. Ibid., p. 197. Moral disengagement is not only a
gradual process but also one that determines behaviour which draws from past actions the force needed to
sustain future actions. Ibid., p. 199.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
720
combatants is effected mainly by having recourse (1) to justications of
violations,
35
and (2) to the dehumanizing of the enemy.
36
Several parallels may be drawn between the conclusions of this study and video
games that portray contemporary battleelds. Out of the ve causes of violations
identied in the study, at least four are mirrored in video games. Namely, the
encouragement to crime that is part of the nature of war, the denition of war aims,
reasons of opportunity, and psycho-sociological reasons. It goes without saying that
reasons linked to the individual (the fth identied cause of violations) may not be
generalized here.
The study identied encouragement to crime
37
as part of the nature of war.
In video games it ows from perceptions that battleelds are places devoid of
civilians or those hors de combat. Consequently, players are left under the
impression that the whole battleeld is an open shooting range where no
precautions are to be taken. In the view of the authors, the decision of video game
companies to remove civilians from their products fuels the same perception:
anything alive is a foe and killing is the only option there are no limits to the use of
force. This impression is reinforced by the example sometimes set by the behaviour
of other characters in the video games. For instance, when a squad leader in a video
game engages in torture or extrajudicial killing, this provides the signal to players
that such behaviour is implicitly authorized.
38
The denition of war aims (or campaign objectives) of video games tends to
justify the results, whatever the methods. As in real armed conict, the enemy is
commonly demonized and dehumanized in video games, justifying their killing.
The enemys failure to respect the law is also presented as a justication for players
using any method of warfare at their disposal to full their mission.
In real armed conicts many combatants break the rules simply because
war is the ultimate experience and they are given the opportunity to do so. Such
reasons of opportunity are reected by the enjoyment of transgressing rules. This is
at the very centre of the experience of many types of video games, including many
that depict contemporary battleelds. As noted by some video games developers,
35 Combatants resort to different justications or a combination thereof, such as declaring oneself not as a
torturer but as a victim; arguing that circumstances render some reprehensible behaviour not only
admissible but also necessary; invoking violations by the enemy and sometime blaming the victims
themselves; or denying, minimizing, or ignoring the effects of their actions through the use of euphemisms
to refer to their operations and their consequences. Ibid., pp. 198200.
36 The humanity of the other side is denied by attributing to the enemy contemptible character traits or
intentions ..., sometimes equating it with vermin or viruses to be eradicated. Combatants thus nd it
easier not only to attack but also to rationalize the most extreme kinds of behaviour and to convince
themselves that they are justied and necessary. Ibid., p. 199
37 Ibid., p. 189.
38 Ordinary men submit willingly to an authority when they believe that it is legitimate; they then perceive
themselves as its agents ... This principle ... is further reinforced when it is a question of combatants
placed within a military hierarchy, a framework generally more constraining than any civilian authority
... Although, under these conditions, the individual commits acts which seem to violate the dictates of his
conscience, it would be wrong to conclude that his moral sense has disappeared. The fact is that it has
radically changed focus. The person concerned no longer makes value judgements about his actions. What
concerns him now is to show himself worthy of what the authority expects of him. Ibid., pp. 194195.
Volume 94 Number 886 Summer 2012
721
players tend to shoot civilians in games simply because they can. For both the
combatants and the players, the sense of opportunity is reinforced by a feeling of
impunity. In most video games, violations are not followed by sanctions.
Finally, as in real armed conicts, psycho-sociological reasons such as
obedience to authority, group conformity, as well as moral disengagement are all
embodied within the limited freedom of decision-making offered to the player. For
instance, in one sequence in Call of Duty: Black Ops, the player must watch his or
her own character introduce shards of glass into the mouth of a captured enemy.
Immediately afterwards the player is requested and compelled to give a command to
the computer or play station for the hero to hit the detainee in the face. With no
other alternative than to obey or quit the game, the player is left to construct his or
her own justication for this act of torture in order to distance himself from the facts
and continue with his or her life. This mechanism is known all too well to numerous
combatants in real armed conicts.
Applicability of IHL and IHRL to video games
A plethora of legal norms are relevant to video games. Before addressing IHL, it is
important to note that players, game designers, and distributors can point to a range
of protections guaranteed under IHRL that are relevant to their respective activities.
These protections ow from freedom of expression,
39
the right to property,
40
the
right to privacy and family life,
41
and the right to play.
42
Freedom of expression, for
instance, has been successfully invoked on numerous occasions in US courts
to uphold the legality of video and computer games that depict violence,
including torture and summary execution of captives.
43
However, this right has its
39 According to Article 19, International Covenant on Civil and Political Rights, entered into force on
23 March 1976 (adopted on 16 December 1966) (hereinafter ICCPR), everyone shall have the right to
freedom of expression; this right shall include freedom to seek, receive and impart information and ideas
of all kinds, regardless of frontiers, either orally, in writing or in print, in the form of art, or through any
other media of his choice. For similar guarantees under international and regional instruments, see
Article 19 of the Universal Declaration of Human Rights, Article 10 of the European Convention for the
Protection of Human Rights, Article 9 of the African Charter on Human and Peoples Rights, Article 10 of
the European Convention on Human Rights and Article 13 of the American Convention on Human
Rights.
40 The right to property is found in Article 17 of the Universal Declaration of Human Rights; Article 1 of
Protocol I to the European Convention for the Protection of Human Rights; Article 21 of the American
Convention on Human Rights; and most explicitly in Article 14 of the African Charter on Human and
Peoples Rights (ACHPR).
41 Article 17 of the ICCPR guarantees the right to protection from unreasonable interference by the state
with respect to how computers and the Internet are used in private life.
42 Articles 1 and 31 of the Convention on the Rights of the Child, entered into force on 2 September 1990
(adopted on 20 November 1989).
43 By way of example, attempts to persuade US courts to ban or impose restrictions on games that depict
violence rarely succeed. The outcome usually rests on whether games fall within exemptions to freedom of
speech. See American Amusement Machine Association v. Kendrick, CA7 2001, 244. F. 3d 572, 577 (video
games are protected on free speech grounds: no compelling justication was offered for the restriction
sought); Benoit v. Nintendo of America, Inc. 2001 Lsa. Dist. Ct. (even if the death of a child during epileptic
seizures was caused by exposure to violence in Mortal Kombat, the speech in the video game was protected
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
722
limits.
44
Lawmakers in various countries have relied upon these limits to ban games
that depict extreme physical violence, sexual violence, and other content deemed
offensive. The fact that specic provisions of IHRL,
45
copyright and intellectual
property law,
46
and domestic law are the main sources of law applicable to the
design, sale, and use of video games
47
is uncontroversial and not central to the
present article. Of more interest for present purposes is the issue of the applicability
of the rules on the use of force and the treatment of persons in the hands of the
enemy, as contained within IHL and IHRL, to virtual battleelds created by the
militainment industry.
It goes without saying that playing video games falls within the realm of
fantasy. It does not involve participation in a real armed conict. The same is true of
use of battleeld simulation technology for military training purposes. Nonetheless,
two questions need answers. First of all, do IHL and IHRL rules apply to the
situations portrayed within video games? And second, do states have any particular
obligation to ensure that the content of video games complies with the rules on the
use of force and the treatment of persons in the hands of the enemy?
Any operation on a battleeld takes place within a legal framework shaped
by international law (IHL and IHRL) and national legislation. Even though video
games are only virtual it is argued here that, for the sake of realism, IHL and IHRL
rules on the use of force should be applied to scenes in video games that portray
realistic battleelds (in the same way that the laws of physics are applied).
Incidentally, video games are not the only context where this legal framework can
unless it was an incitement to violence, which it was not); Video Software Dealers Association
v. Schwarzenegger, Appeals Court upheld 2005 District Court 2009 US CA 9th Cir. (legislation restricting
sale of violent video games to minors was unconstitutional. For the Supreme Court appeal, see Brown,
above note 11); Entertainment Software Association v. Granholm 2005 Mich. Dist. Ct. (violent game
protected as free speech, insufcient evidence of harm); and Entertainment Software Association;
Entertainment Merchants Association v. Minnesota 2008 US CA 8th Cir. (injunction granted against law
banning the sale or rental of violent video games to minors: freedom of speech and absence of proof of
harm were decisive).
44 Freedom of expression can be limited under domestic law to protect the rights and reputations of others,
national security, public order, public health, or morals. See Article 19(3) ICCPR.
45 In addition to the treaties mentioned above, others of relevance to video games include: the Convention
against Torture and Other Cruel, Inhuman or Degrading Treatment or Punishment, entered into force on
26 June 1987 (adopted on 10 December 1984) (hereinafter CAT), the Optional Protocol to the
Convention on the Rights of the Child on the Involvement of Children in Armed Conict, entered into
force on 12 February 2002 (adopted on 25 May 2000, whether this Protocol is considered as part of IHL or
of IHRL is a matter of debate), and the Convention on the Elimination of All Forms of Discrimination
against Women, entered into force on 3 September 1981 (adopted on 18 December 1979).
46 Aside from games made available for free by their creators, video-game software is usually protected by
copyright laws, international copyright treaties, and other treaties, and intellectual property laws.
International agreements on copyright include the Berne Convention for the Protection of Literary and
Artistic Works, 1886; Universal Copyright Convention, 1952; WIPO Copyright Treaty, 1996; and The
World Trade Organization Agreement on Trade-Related Aspects of Intellectual Property Rights (TRIPS),
1994.
47 Domestic legislation can apply to various activities associated with video games. Domestic copyright,
property, privacy, and criminal laws (e.g., offences involving inciting racial hatred, providing support for a
terrorist organization, etc.) may regulate the creation, distribution, use, and enjoyment of video games. On
counselling a criminal offence through video games, see R. v. Hamilton, Supreme Court of Canada,
29 July 2005, 2 S.C.R. 432, 2005 SCC 47.
Volume 94 Number 886 Summer 2012
723
shape a situation even though no armed conict is actually in progress. Another
important example is military training and planning. Whenever military
commanders train their personnel, or plan operations with their staff, they must
take into account the relevant law. They are certainly not expected to wait for the
operation to be carried out before factoring in the law.
Whether IHL or IHRL or both are relevant to the situation portrayed in a
video game depends upon whether the game depicts a situation of armed conict.
Each game must be examined individually. As IHL only applies during armed
conict, it has no relevance if what is portrayed in a video game is internal tensions,
such as riots or protests, falling below the threshold of armed conict. In these
situations, the law enforcement regime,
48
which falls within IHRL, prescribes
applicable rules on the use of force, rearms, arrest, detention, search and seizure
during law enforcement operations.
49
For example, IHRL provides that rearms
may not be used against a person, unless the person in question poses an imminent
threat to life and there is no possible alternative.
50
Where the situation portrayed
reaches the threshold of armed conict, both IHL and IHRL are relevant. IHL
contains the rules that combatants must follow when planning and conducting
military operations (for example, rules on distinction, proportionality, and
precautions). The conduct of hostilities regime, which falls within IHL,
51
allows
for the killing of legitimate targets.
52
Where it is unclear whether the setting of the
video game reaches the threshold of an armed conict
53
and therefore whether
IHL applies IHRL continues to be applicable, including the law enforcement
48 The law enforcement regime (IHRL) is the set of rules regulating the resort to force by state authorities in
order to maintain or restore public security, law, and order.
49 These rules are found in treaties (e.g., ICCPR; International Convention on the Elimination of All Forms
of Racial Discrimination; Convention on the Rights of the Child) and non-binding instruments (e.g.,
Standard Minimum Rules for the Treatment of Prisoners; Code of Conduct for Law Enforcement
Ofcials; Declaration of Basic Principles of Justice for Victims of Crime and Abuse of Power; Body of
Principles for the Protection of All Persons under Any Form of Detention or Imprisonment; Basic
Principles for the Treatment of Prisoners; Basic Principles on the Use of Force and Firearms by Law
Enforcement Ofcials; Declaration on the Elimination of Violence against Women).
50 Basic Principles on the Use of Force and Firearms by Law Enforcement Ofcials, adopted by the eighth
United Nations Congress on the prevention of crime and the treatment of offenders, Havana, Cuba,
27 August to 7 September 1990, in particular, provisions 5, 9 and 10.
51 Frida Castillo notes that: To dene which IHL apply in a given situation, it is necessary to check what
instruments were ratied by the state in question. While the 1949 Geneva Conventions were ratied
universally, there are other IHL treaties, such as Protocol Additional to the Geneva Conventions of
12 August 1949, and relating to the Protection of Victims of Non International Armed Conicts of 8 June
1977 (AP II), which have not been ratied by all states. So here too, it is necessary to verify, whether the
states involved in the conict have ratied the relevant instruments. Rules considered to be customary law
on the other hand, apply to all states. Report by Frida Castillo, Playing by the Rules: Applying
International Humanitarian Law to Video and Computer Games, TRIAL, Pro Juventute, Geneva, October
2009, p. 3, footnote 1.
52 Combatants and civilians if and for such time as they directly participate in hostilities. See AP I, Articles 48
and 51(3), and Rules 1 and 6 of the ICRC Customary International Humanitarian Law Study. ICRC,
Customary International Humanitarian Law, Vol. I: rules, Jean-Marie Henckaerts and Louise Doswald-
Beck (eds), Cambridge University Press, Cambridge, 2005 (the ICRC Customary Law Study).
53 While any resort to armed force between two states constitutes an international armed conict, in order
for the threshold of non-international armed conict to be reached, there must be protracted armed
violence involving a sufcient intensity of the violence and level of organisation of the parties. For the
intensity requirement, relevant factors cited in case law include: the number, duration, and intensity of
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
724
regime referred to above, as well as the prohibition in particular of torture, arbitrary
deprivation of life, and cruel and degrading treatment.
54
Looking at the second question, that is, whether states have an obligation to
ensure video game content complies with the rules on the use of force, consider the
following hypothetical example. A video game enables players to commit acts of
torture and other grave breaches or serious violations of IHL in a virtual armed
conict. Players are not informed that such acts are prohibited. Sometimes players
are even rewarded for acting out such behaviour in the game. For the sake of
simplicity, let us put the provisions of the Convention against Torture and Other
Cruel, Inhuman or Degrading Treatment or Punishment to one side. Does the game
engage the IHL treaty obligations of states to respect and ensure respect
55
and to
disseminate
56
IHL as widely as possible?
57
It is uncontroversial to note that states, at
the very least, must ensure that their military training tools (including video games
used either for recruitment or training purposes) do not permit or encourage any
unlawful behaviour without proper sanctions. In the best case scenario, in fullment
of the states obligations, military training tools should fully integrate applicable
rules on the use of force, that is, these tools should enable military personnel to
respect, and train in the respect of, the law.
58
State obligations to respect and to
ensure respect for IHL and disseminate IHL as widely as possible and to comply
individual confrontations; the types of weapons used; the number of casualties; the extent of material
destruction. See, inter alia, International Criminal Tribunal for the former Yugoslavia (ICTY), Prosecutor
v. Ramush Haradinaj, Idriz Belaj, Lahi Brahimaj, Case No. IT-04-84-T, Judgement (Trial Chamber I),
3 April 2008, para. 49. Indicative factors for the organisation requirement include: the existence of a
command structure and disciplinary rules; headquarters; the fact that the group controls a certain
territory; the ability to plan, coordinate, and carry out military operations. See, inter alia, ICTY, Ibid.,
para. 60.
54 IHL and IHRL contain common prohibitions that must be respected at all times during armed conict.
Examples include the prohibitions against discrimination, summary execution, rape, torture, and cruel
and degrading treatment. Both legal regimes also include provisions for the protection of women and
children; prescribe basic rights for persons subject to a criminal justice process; and regulate aspects of the
right to food and health.
55 Common Article 1 of the four Geneva Conventions of 1949; Convention for the Amelioration of the
Condition of the Wounded and Sick in Armed Forces in the Field, Geneva, 12 August 1949 (hereinafter
GCI); Convention for the Amelioration of the Condition of Wounded, Sick and Shipwrecked Members
of Armed Forces at Sea. Geneva, 12 August 1949 (hereinafter GCII); Convention Relative to the
Treatment of Prisoners of War, Geneva, 12 August 1949 (hereinafter GCIII); Convention Relative to the
Protection of Civilian Persons in Time of War, Geneva, 12 August 1949 (hereinafter GCIV). See also,
Rule 139 of the ICRC Customary Law Study states that: Each party to the conict must respect and ensure
respect for international humanitarian law by its armed forces and other persons or groups acting in fact
on its instructions, or under its direction or control.
56 GCI Art. 47, GCII Art. 48, GCIII Art. 127, and GCIV Art. 144 all provide: The High Contracting Parties
undertake, in time of peace as in time of war, to disseminate the text of the present Convention as widely
as possible in their respective countries and, in particular, to include the study thereof [if possible] in their
programmes of ... civilian instruction, so that the principles thereof may become known to the entire
population. See also, GCIII, Arts 39 and 41; GCIV, Art. 99; AP I, Art.83; AP II, Art. 19.
57 On the obligation of continuous dissemination, see Claude Pilloud, Yves Sandoz and Bruno Zimmermann
(eds), Commentary to Protocol Additional to the Geneva Conventions of 12 August 1949, and Relating to
the Protection of Victims of International Armed Conicts (Protocol I), 8 June 1977, ICRC, 1987
(Commentary to Article 80), p. 929, para. 3290.
58 Detailed study of relevant state practice on how far these obligations extend in the context of training
tools and what are the consequences of failure to full them exceeds the word constraints of this article.
Comprehensive research on these important issues would be useful.
Volume 94 Number 886 Summer 2012
725
with their treaty obligations
59
are very general and apply at all times.
60
While these
rules should, as a matter of logic, apply to commercial video games sold or dis-
tributed on the sovereign territory of states, the practice of states indicates otherwise.
To conclude this section, it is important to note that questions about
whether States have an obligation to ensure that the rules on the use of force, and the
treatment of persons in the hands of the enemy are properly integrated into video
games are not just theoretical. Depictions of violations of the law are not uncommon
in video games. A 2009 Swiss study of popular video games
61
identied frequently
depicted violations of IHL. They included: violations of the principles of distinction
and proportionality; extensive destruction of civilian property and/or injury or
deaths of civilians without military necessity; and intentionally directing attacks
against civilians or civilian objects, including religious buildings.
62
The study found
that cruel, inhuman, or degrading treatment or torture was most often depicted in
video games in the context of interrogation.
63
The same study found that direct attacks against civilians not directly
participating in hostilities were frequently depicted.
64
The victims mostly hostages
or civilians present in a village were not mere incidental casualties: they were
directly targeted. In only one game was this conduct punished.
65
Indeed, failure to
comply with the principle of distinction occurred in various games. One instance is
the use of munitions, including tank shells and cluster munitions
66
that are
indiscriminate in their effects
67
when deployed in densely populated areas. In Medal
of Honour Airborne, weapons that do not discriminate between combatants and
civilians on the ground are deployed in airborne operations in urban areas.
68
Several
games also allowed players to shoot injured soldiers who are hors de combat or
watch others do so.
69
Many produce inconsistent consequences when players target
59 These provisions are based on the customary rule pacta sunt servanda as enshrined in Article 26, of the
Vienna Convention on the Law of Treaties,23May 1969, 1155 UNTS 331.
60 According to the Commentary of Article 1 of GCI, p. 26, if it is to keep its solemn engagements, the State
must of necessity prepare in advance, that is to say in peacetime, the legal, material or other means of loyal
enforcement of the Convention as and when the occasion arises. See also, Commentary AP I, p. 41;
Commentary GCIV, p. 16; Commentary GCIII, p. 18; Commentary GCII, p. 25. According to Art. 1(1) of
Protocol Additional I to the Geneva Conventions of 12 August 1949, and Relating to the Protection of
Victims of International Armed Conicts (Protocol I), 8 June 1977, 1125 UNTS 3 (entered into force
7 December 1978) (hereinafter AP I), such respect is required in all circumstances.
61 F. Castillo, above note 51.
62 In one game only, Call of Duty 4 (Modern Warfare), attacking a church resulted in termination of the
mission (game over). Attacking mosques never triggered this outcome. Ibid., p. 24.
63 In many cases, the interrogation ends with extrajudicial execution. Ibid., p. 42.
64 Ibid., p. 42.
65 Tom Clancy Rainbow 6 Vegas. See ibid., p. 37.
66 Examples include World in Conict and Frontlines: Fuel of War. See ibid., pp. 3031. The Convention on
Cluster Munitions of May 2008 (open for signature since 3 December 2008) prohibits the use of cluster
munitions by states parties. However, their use in circumstances where civilians and combatants are
indiscriminately targeted is always prohibited.
67 For the applicable law see The Convention on Prohibitions or Restrictions on the Use of Certain
Conventional Weapons which may be deemed to be Excessively Injurious or to have Indiscriminate
Effects (entered into force 2 December 1983) 1342 UNTS 137.
68 F. Castillo, above note 51, pp. 34 and 42.
69 Ibid., pp.1516, 42. Relevant games include: Call of Duty 5 (World at War), Call of Duty: Modern Warfare
3, ARMA II, Call of Duty: Modern Warfare 2, Call of Duty: Black Ops. See also, 24, The Game.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
726
civilians or engage in other conduct that would constitute violations in a real armed
conict.
70
The authors of the present article have identied various other examples in
video games of conduct that could constitute violations in a real armed conict.
They include: ring on medical units bearing the Red Cross, Red Crescent, or Red
Crystal protective emblem or misuse of that emblem; destruction of civilian objects
which appears to be disproportionate; use of anti-personnel landmines; removing
identity discs from dead enemy combatants as trophies; use of heavy weapons in
densely populated areas without regard for the rules on precautions in attack; and
attacks on civilian objects that may involve the death of innumerable unseen
civilians.
71
The last two problems are illustrated in the video game Battleeld 3.
In one scene, an entire oor of a multistorey hotel is destroyed in order to kill a
single sniper.
Challenges to humanitarian norms
Simply playing a video game does not give rise to violations of IHL or IHRL by
the player. At the risk of stating the obvious, a player does not commit a criminal
act by pressing a button to enable a character in a video game to perform torture
or summary execution: video games are fantasy. Furthermore, there is neither a
need nor a way to take any legal action against gamers in such circumstances.
Armed conicts are, by denition, violent environments in which participants or
combatants may apply a certain degree of force to compel the enemy to surrender.
The depictions of violence in video games, per se, are therefore not the issue.
However, in our view, video games pose two important challenges to humanitarian
norms. The rst is their tendency to trivialize violations of the law. No less
important is their potential undermining effect on perceptions of the normative
framework among players (who include current and potential combatants, opinion-
makers, lawmakers, decision-makers, and the general public).
Messages conveyed by video games and humanitarian challenges
In this debate it is necessary, rst of all, to have a closer look at the messages video
games convey. By doing so, their potential undermining effect on perceptions of,
and respect for, the fundamental rules of IHL especially those governing the use of
force and the obligation to spare civilians and combatants hors de combat can be
better understood. This section highlights several messages video games convey, as
well as positive efforts by the video game industry to address the perception issue.
Several messages conveyed by video games are of particular concern
precisely because they reect and reinforce certain ideas that pose a direct challenge
70 For example, in various scenes in the Call of Duty games, torture of captives attracts no penalty, whereas in
other games shooting civilians results in game over.
71 For example, Call of Duty games set in Paris and Tehran.
Volume 94 Number 886 Summer 2012
727
to IHL. Important examples include the following: war is a law-free zone; the ends
justify the means; the means and methods of warfare are not limited; anything living
on a battleeld is to be shot at without distinction; identity discs are trophies; and
medical staff and facilities can be attacked.
War is a law-free zone
In many video games, inicting injury or death is normal and the only option
available. Impunity is the norm and the law applicable to the situation portrayed in
the game is rarely, if ever, acknowledged or enforced. One result is the absence of
humanity in video games. In contemporary armed conicts, the challenge of
upholding humanitarian values is not the result of a lack of rules, but a lack of
respect for them. Achieving greater respect, implementation, and enforcement of
IHL remains an abiding challenge for the international community and a constant
priority of the ICRC. This is the responsibility of parties to a conict, state or non-
state, but also requires action by states in peacetime. In addition, sanctions of a
disciplinary or criminal nature must be adopted.
72
The ends justify the means
Some video games require players to witness or participate in graphic scenes
of torture and/or murder of enemy captives in order to proceed in the game.
73
In
real life, such conduct is absolutely prohibited at all times under both IHRL
74
and
IHL.
75
In many video games, enemy ghters are depicted as treacherous villains
who broke the rules rst. They are often labelled terrorists who deserve brutal
treatment including summary execution or torture. A recent challenge for IHL has
been the tendency of states to label as terrorist
76
all acts of warfare against them
committed by armed groups, especially in non-international armed conicts. This
72 ICRC, International Humanitarian Law and the Challenges of Contemporary Armed Conicts, 30th
International Conference of the Red Cross and Red Crescent, October 2007, ICRC, pp. 3031, available at:
http://www.icrc.org/eng/assets/les/2011/30ic-8-4-ihl-challenges-report-annexes-eng-nal.pdf (last vis-
ited 10 January 2012).
73 In Call of Duty: Black Ops, players watch a superior coldly execute prisoners of war. Forced onto their
knees and begging the executioner for mercy, all prisoners receive a shot to the head, except the last
one who is slain with a knife. On another instance in Call of Duty: Black Ops, the player must take part in
an act of torture (they must give command for the hero to hit in the face a detainee in whose mouth shards
of glass was previously introduced).
74 ICCPR, Art. 7; Convention for the Protection of Human Rights and Fundamental Freedoms, Art. 3; CAT,
Art. 2.
75 Common Article 3 of the four Geneva Conventions of 1949 prohibits torture or cruel, inhuman,
degrading, or humiliating treatment. See also, Articles 50, 51, 130 and 147 of the four Geneva Conventions
respectively, Art. 75 of AP I, Art. 4 of AP II, and CIHL Study, rule 90.
76 There is no commonly agreed legal denition of terrorism. See Additional Protocol II (APII), Art. 4(2)
(d). In addition, both Additional Protocols to the Geneva Conventions prohibit acts aimed at spreading
terror among the civilian population. See API, Art. 51(2), and AP II, Art. 13 (2). For a discussion on IHL
and terrorism, see ICRC, International humanitarian law and terrorism: questions and answers, 2011,
available at: http://www.icrc.org/eng/resources/documents/faq/terrorism-faq-050504.htm (last visited
10 January 2012).
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
728
has created confusion in differentiating between lawful acts of war, including such
acts committed by domestic insurgents against military targets, and acts of
terrorism.
77
The means and methods of warfare are not limited
Amongst the weaponry available to players in many video games are explosive
devices that are detonated by the presence or proximity of the enemy or on physical
contact. On a battleeld and in legal terms such devices would be considered as anti-
personnel landmines.
78
Nowadays, some 160 countries have committed themselves
to ban these weapons from their military ordinance. Since the Ottawa Conventions
adoption fteen years ago substantial progress has been made in response to the
humanitarian issue posed by these mines that keep on killing and maiming long
after wars have ended. Nevertheless, great challenges remain, especially in removing
remaining mines and relieving the suffering of the hundreds of thousands of injured
and their families. In 2009, during the Second Review Conference for the Ottawa
Convention, states adopted a plan of action that contains strong commitments to
improve work in the elds of victim assistance, stockpile destruction, and mine
clearance.
79
Anything living on a battleeld is to be shot at without distinction
In many rst person shooter games, use of force resembles sport. Instead of hunting
wild game, players hunt virtual human beings. Since most virtual battleelds are
void of civilians, anything living is an enemy.
80
When they are wounded, enemy
combatants usually continue ghting thereby justifying their killing. IHL essentially
distinguishes between two categories of people in armed conict: combatants and
civilians. While the latter are protected at all times, except and only for such time as
they take a direct part in hostilities, the former are protected once out of combat due
to illness, injury, capture, or surrender. In contemporary armed conicts there is a
blurring of civilian and military functions. Added to the difculty of distinguishing
77 See ICRC, above note 72, pp. 67. IHL essentially distinguishes between two categories of people in armed
conict, members of the armed forces and civilians. While the latter are protected at all times, except and
only for such time as they take direct participation in hostilities, the former are only protected against
attack once out of combat (due to illness, injury, surrender, or capture). In contemporary armed conicts
there is a blurring of civilian and military functions. One example is the involvement of civilian agencies
(e.g., the CIA drone programme) in military operations. This highlights another difculty when it comes
to distinguishing between civilians and the military: the problem of civilians who directly participate in
hostilities.
78 Convention on the Prohibition of the Use, Stockpiling, Production and Transfer of Anti-Personnel Mines
and on their Destruction, 18 September 1997, Art. 2.
79 On anti-personnel landmines see, for instance, the ICRC website, available at: http://www.icrc.org/eng/
war-and-law/weapons/anti-personnel-landmines/index.jsp (last visited 25 May 2012).
80 One exception is a playable scene from Call of Duty: Modern Warfare II that includes the mass killing of
civilians inside an airport (although this scene does not take place on a battleeld proper). Players can
participate in this killing spree without penalty.
Volume 94 Number 886 Summer 2012
729
between civilians and the military is the problem of civilians who directly participate
in hostilities.
81
Identity discs are trophies
In recent video games,
82
players must retrieve dog tags from the enemy combatants
they have killed in order to validate these kills and be rewarded. In war, many people
go missing, causing anguish and uncertainty for their families and friends because
their bodies may not be identied. IHL and IHRL require parties to an armed
conict to take measures to ensure that people do not go missing. For instance, all
combatants should carry proper identity documents
83
so that their fate can be
recorded. The collection of one of the identity discs is authorized under IHL for its
transmission to the National Information Bureau or the Central Tracing Agency.
The other half should remain with the body to facilitate its identication. In 2003
the ICRC organized an international conference to tackle this hidden tragedy and
seek ways to help the families and communities affected. In 2006 the UN General
Assembly adopted the International Convention for the Protection of All Persons
from Enforced Disappearances.
Medical staff and facilities can be attacked
Another message sent by some video games is that directly targeting medical staff
and facilities is normal and triggers no consequences (Figure 3).
84
The impression is
reinforced when medics in video games are given offensive roles and weaponry,
including grenade launchers.
85
In real armed conicts thousands of wounded and
81 For the notion of direct participation in hostilities see also, Nils Melzer, Interpretive Guidance on the
Notion of Direct Participation in Hostilities under International Humanitarian Law, ICRC, Geneva, 2009.
82 These include, in particular, Call of Duty: Modern Warfare 3 and Call of Duty: Black Ops 2.
83 The identity card is the basic document with which the status and identity of persons who have fallen into
the hands of the adverse party can be determined, and it must be issued by states to any person liable to
become a prisoner of war (GC III, Art. 17). It must contain at least the owners surname, rst names, date
of birth, serial number or equivalent information, rank, blood group, and Rhesus factor. As further
optional information, the identity card may also bear the description, nationality, religion, ngerprints or
photo of the holder, or the date of expiry. In parallel with this measure, the authorities are required to issue
specic identity cards for military personnel carrying out special tasks or for certain categories of civilians,
The authorities may supplement the above measures by providing identity discs (GC I, Art. 16; GC II, Art.
19). The identity disc is worn permanently round the neck on a chain or strap. It can be a single or double
disc made, as far as possible, of durable, stainless material that is resistant to battleeld conditions. The
inscriptions it bears are similar to those on the identity card and should be indelible and fade-proof.
84 The Red Cross emblem became synonymous with health care in video games upon the release of Doom
in 1993. In ARMA II, the Red Cross, Crescent, and Crystal emblems are highly visible (Figure 5).
Armoured vehicles rigged with an emblem do not carry weapons, only medical equipment. However,
articial intelligence units controlled by the game do not differentiate between persons and objects
bearing the protective emblem and those that do not. In the game Crisis 2, players can attack an
ambulance with impunity. No warnings or penalties are triggered by attacks on ambulances.
85 In multiplayer games each player chooses a class or function. In addition to snipers, grenadiers, or
engineers there are often nurses or combat medics whose function is to heal or resurrect fallen comrades.
Nurses, sometimes dressed in white and often bearing a Red (or other coloured) Cross, are generally
equipped with light weapons and a short reach, but good offensive skills when performing combat
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
730
sick people are denied effective health care when: hospitals are damaged by
explosive weapons or forcibly entered by ghters; ambulances are hijacked; and
health-care personnel are threatened, kidnapped, injured, or killed. The problem is
so acute in the wars of today that the ICRC is running a global Health Care in
Danger campaign to raise awareness about this humanitarian issue.
86
Innovations by the video games industry addressing humanitarian
challenges
Over the last years a number of initiatives have been taken by game designers to
address some of the concerns highlighted above. This demonstrates a willingness to
do the right thing.
87
Innovations include: the removal of civilians from video
games, the introduction of rules and penalties, the reinforcement of the principle of
Figure 3. In the game Crysis 2, players can attack an ambulance with impunity. No warnings or
penalties are triggered by attacks on ambulances. © ICRC, Thierry Gassmann.
functions. Such games send several inaccurate messages about the rules of war (e.g., protective emblems
may be worn by persons with offensive combat roles, and attacks on medical personnel are acceptable).
86 See ICRC, Health Care in Danger: A Sixteen-Country Study, ICRC, Geneva, 2011, available at: http://www.
icrc.org/eng/assets/les/reports/4073-002-16-country-study.pdf (last visited 2 August 2012). States and
Red Cross and Red Crescent National Societies unanimously passed a resolution on this issue at the 31st
International Conference of the Red Cross and Red Crescent. See Resolution 5, Health Care in Danger:
Respecting and Protecting Health Care, document prepared by the ICRC, adopted at the 31st
International Conference of the Red Cross and Red Crescent, Geneva, 28 November1 December 2011,
available at: http://www.rcrcconference.org/docs_upl/en/R5_HCiD_EN.pdf (last visited).
87 See for example changes between Battleeld 1 and 3. In the later version, players do not have to see or act
out torture.
Volume 94 Number 886 Summer 2012
731
distinction, the provision of options other than killing, the removal of the Red Cross
and Red Crescent emblems, and the inclusion of warnings and target restrictions to
the players.
Removal of civilians from video games
After observing that players shoot innocent civilians in video games simply because
they can, the creators of Battleeld 3 decided to remove all civilians from their game
and sideline the issue of distinction.
88
However, this rather radical solution leads to
some unrealistic depictions of urban conict, including ghting taking place in city
centres devoid of civilians.
89
Introduction of rules and penalties
In an attempt to mirror battleeld reality some video game designers have built rules
and penalties into the script. In doing so they have integrated aspects of the law
applicable during a real armed conict. In some games, characters are penalized for
killing civilians. For example, in Dar al-Fikr Under Ash, produced by the Syrian
creators of Under Siege, shooting civilians triggers a loss of points or game over.In
Rainbow Six: Vegas, excessive killing of civilians is punished by removing the
player from command.
90
In ARMA II, players can shoot unarmed civilians.
However, if they persist with such behaviour they will eventually be shot by soldiers
from their own side.
91
Reinforcement of the distinction principle
In Call of Duty Modern Warfare 3, the majority of enemy soldiers are depicted
wearing distinct uniforms and emblems, and act largely within the bounds of IHL.
In those parts of the story where they are not in uniform, enemy ghters are
distinctly armed and intent on harming the player, causing no confusion about who
is and who is not a legitimate target.
92
88 Alec Meer, Why you cant shoot civilians in Battleeld 3, interview of Patrick Bach CEO of DICE, in
Rock, Paper Shotgun, 30 August 2011, available at: http://www.rockpapershotgun.com/2011/08/30/why-
you-cant-shoot-civilians-in-battleeld-3/ (last visited 2 August 2012).
89 While civilians may not be visible in the game, it is difcult to imagine an armed conict taking place in
downtown Tehran (Battleeld 3) or Paris (Call of Duty: Modern Warfare 3 and Battleeld 3) without any
civilians being present.
90 F. Castillo, above note 51, p. 37.
91 Alternatives to the use of lethal force against friendly forces include allowing players to arrest and court-
marshal soldiers that commit war crimes. The challenge for designers is to nd ways to implement such
changes without affecting the ow of the game.
92 Unlike early versions of these games, Call of Duty 4 and Halo 3 also integrate changes to avoid improper
use of the emblems. For example, the Red Cross emblem is no longer used in these games as an indicator
of how players can recuperate and replenish their health.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
732
Provision of options other than killing
While IHL permits the use of lethal force against enemy combatants and military
objectives,
93
the parties to an armed conict are free to achieve their military aims
without resorting to the use of lethal force. In a bid to better reect reality, some
games include options, other than killing the enemy, to achieve certain objectives. In
Hezbollahs video game, Special Force 2, the objectives include capturing enemy
soldiers. ARMA II is the only game, known to the authors, that includes a surrender
option for players or enemy troops.
94
In Under Siege the hero rescues wounded
Palestinians shot by the enemy.
Removal of the Red Cross and Red Crescent emblems
In some video games the Red Cross and Red Crescent protective emblems are
replaced with alternatives (usually blue, green, or white crosses).
95
Nevertheless,
replacing the protective emblems with other symbols does not change the fact that
medical personnel and volunteers who engage in medical tasks must always be
respected and protected, unless they commit, outside of their humanitarian
function, acts harmful to the enemy.
96
Warnings and target restrictions
Another innovation in game design is the inclusion of warnings for players against
acts that could be construed as violations of IHL if they occurred in a real armed
conict. In Call of Duty Modern Warfare 3, game makers have gone to some
lengths in Version 3 to avoid making civilians and civilian infrastructure targets (a
feature of Version 1).
97
Where civilian objects become military targets, the game
explains why. When civilians are in the players line of re, an invisible commander
announces that they are civilians and instructs the player to either hold re or aim
with care. If the player chooses to shoot a civilian, the mission instantly ends in
failure and the game explains why.
98
93 Subject always to the rules on distinction, proportionality, and precautions.
94 In direct contrast to IHL, the general rule in video games is that no one surrenders to enemy ghters. The
requirement to release the enemy if they cannot be detained is entirely absent. As noted above, in games
tested by the ICRC, wounded persons generally struggle or try to ght back with a rearm. Others just wait
until their adversary kills them. In some (unplayable) scenes, injured ghters are shot at while trying to
surrender.
95 An exception is ARMA II, which includes three of the distinctive emblems of the Red Cross and Red
Crescent Movement.
96 When they carry and use light weapons to defend themselves or to protect the wounded and sick in their
charge, medical personnel do not lose the protection to which they are entitled. The wounded and sick
under their care remain protected even if the medical personnel themselves lose their protection. See AP I,
Art. 13, rules 25 and 28 of the ICRC Customary Law Study (see also p. 85 of the commentary to rule 25, in
the ICRC Customary Law Study, above note 52).
97 For several problematic scenes in Version 1 of Call of Duty Modern Warfare 3, see F. Castillo, above note
51, pp. 2325.
98 Such innovations suggest the involvement of military and/or legal advisors in game design. See also, Dave
Their, The real soldier behind the Call of Duty games,inThe Washington Post, 19 October 2010,
Volume 94 Number 886 Summer 2012
733
ICRC initiative
On the basis of eld experience and research
99
the ICRC has come to the conclusion
that behaviour is more effectively changed by modifying the environmental
conditions that inuence it than by directly trying to alter peoples opinions,
attitudes, or outlook. Accordingly, the ICRCs activities aim to prevent human
suffering caused by armed conict and other situations of violence by fostering an
environment conducive to respect for the life and dignity of persons affected by
armed conict and other situations of violence, and respect for humanitarian work.
With respect to video games and individual behaviour, there is no conclusive
scientic basis for linking IHL violations that occur in real life with those depicted
in video games. Nonetheless, it is contended that the widespread use of video games
has the potential to desensitize players to the very existence of rules on the use
of force.
Considering the potential of video games to convey both positive and
negative messages to players regarding what is a permissible conduct during armed
conict, the ICRC is concerned that a range of video games are trivializing heinous
behaviour such as torture and summary execution (Figure 4). New releases continue
Figure 4. Summary execution of a captive in Call of Duty: Modern Warfare II. Players must view
this unplayable scene to proceed further in the game. No penalties, warnings, or consequences
accompany this scene. © ICRC, Thierry Gassmann.
available at: http://www.aolnews.com/2010/10/19/the-real-soldier-behind-the-call-of-duty-games/ (last
visited 30 July 2012).
99 D. Muñoz-Rojas and J.-J. Frésard, above note 33.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
734
to allow players to perform, without penalty, acts that would constitute violations of
IHL if they occurred in a real armed conict. In 2011 the ICRC invited states and
Red Cross and Red Crescent National Societies to a presentation on video games
that portray contemporary armed conicts. A short lm, highlighting scenes from
some of the worlds most popular video games, including the Medal of Honor, Call
of Duty, and ARMA franchises, generated a vibrant discussion, both at the event and
subsequently online, about whether rules of IHL should be integrated into video
games. In raising these concerns, the ICRC has emphasized that it does not propose
a ban on the depiction of violence in video games. Nor is it calling for further
regulation of the video game industry. As paradoxical as it may appear, the ICRC
does not advocate for video games in which violations are prohibited. Violations
occur on real battleelds and may therefore also take place in video games. However,
the ICRC does call for the depiction of battleelds that mirror reality. Some recent
releases, including ARMA II (see Figure 5), represent an important shift in this
direction. This requires the portrayal of military operations regulated by law and the
presence of civilians and civilian objects so that the principles of distinction and
proportionality can be properly understood and respected. Players who act out
combat roles should face the same dilemmas and challenges as real combatants do.
Characters who break the rules in video games should be subject to penalties and
punishments as real combatants.
Considering the positive steps already taken by some designers to integrate
aspects of the rules governing the use of force, the ICRC, together with a number of
Red Cross National Societies, seeks to work with the industry in order to inuence
Figure 5. The Red Cross, Red Crescent, and Red Crystal emblems are rarely displayed in todays
video games. An exception is ARMA II. In this screen shot, a medic treats a wounded ghter next
to medical post and vehicle marked respectively with the Red Cross and Red Crystal emblems.
© Bohemia Interactive.
Volume 94 Number 886 Summer 2012
735
major video games. The overall objective is to see a change of behaviour on the part
of the industry leading to the inclusion, in new video games or new versions of
existing ones, of penalties for violations of the rules of war, when such violations are
possible within the parameters of the game.
Since its creation in 1863, the ICRC has gained extensive rst-hand
experience of armed conicts and other situations of armed violence. Thanks to its
work with government authorities, non-state armed groups, the military, police, and
others for the adoption of preventive measures for the respect of the law, the ICRC
may offer useful advice to the industry in their endeavours. Together with
concerned Red Cross and Red Crescent National Societies it has initiated a dialogue
with game producers, designers, and players on the production of more realistic
games that integrate the law and therefore present players with the same dilemmas
as those faced by soldiers on contemporary battleelds. The outcome of this
initiative will be measured by the content of video games released by December
2013.
The aim is not to spoil players enjoyment by, for example, interrupting
game play with pop-up text listing legal provisions or lecturing gamers on the rules
of war. Instead, the aim is to see rules governing the use of force integrated into
video games so players can have a truly realistic experience and deal rst hand with
the principles of distinction (by verifying the nature of targets), proportionality (by
choosing the course of action that will cause the least incidental damage to civilians
and their property), and precautions (by deciding whether attacks can proceed or
must be delayed or aborted). Consequently, persons and objects protected by IHL
need to be included if the game is to reect the realities of armed conicts.
By way of example, a more realistic approach to the issue of the respect of
medical units and to the use of protective emblems would be to retain the Red Cross
and Red Crescent emblems in video games, highlight their protective and indicative
functions,
100
and introduce penalties when players attack medics, medical
transports, and hospitals displaying the emblem. Penalties should also apply if a
player misuses or abuses the emblem (for example, by transporting weapons to the
frontline in ambulances or launching attacks from ambulances (the war crime of
perdy)).
101
Initiatives already taken by the industry demonstrate the feasibility of such
solutions. In a survey of gamers most respondents supported the idea that a player
100 See ICRC, Study on the Use of the Emblems: Operational and Commercial and other Non-operational Issues
Involving the Use of the Emblems, ICRC, Geneva, 2011.
101 Art. 37 of AP I prohibits acts of perdy or inviting the condence of an adversary to lead him to believe
that he is entitled to, or is obliged to accord, protection under the rules of international law applicable in
armed conict, with intent to betray that condence. Examples include: feigning intent to surrender or
negotiate under a ag of truce; feigning incapacitation by wounds or sickness; feigning civilian, non-
combatant status; and feigning protected status by the use of signs, emblems, or uniforms of the UN or of
neutral or other states not Parties to the conict. The Rome Statute of the International Criminal Court
(hereinafter Rome Statute), opened for signature 17 July 1998, 2187 UNTS 3 (entered into force 1 July
2002), includes as war crimes, the improper use of distinctive emblems resulting in death, serious injury,
intentional attacks on buildings, material, medical units and transport and personnel using the distinctive
emblems of the Geneva Conventions. See Art. 8(2) (b)(vii) and (xxiv), and (e)(ii) of the Rome Statute.
B. Clarke, C. Rouffaer, and F. Se
´
ne
´
chaud Beyond the Call of Duty: why shouldnt video game players
face the same dilemmas as real soldiers?
736
who respects the rules of war in a video game should be rewarded for doing so.
102
Conversely, those who break the rules should be sanctioned. Strong sales of new
releases that have integrated rules of war provide evidence that integrating the law
does not undermine the commercial success of video games.
103
Conclusion
This article has called for more realistic video games where players face the same
dilemmas as combatants. Considering the mechanisms at play in video games and
their pedagogical value, it is argued that players should be rewarded when they
respect the law and sanctioned if they violate it. Undoubtedly, video games represent
an important vector through which applicable rules on the use of force and the
treatment of persons in the hands of the enemy can be identied or ignored. In the
view of the authors, their reach far exceeds that of traditional IHL and IHRL
education and training programmes.
104
Those who have doubts about the impor-
tance of video games for the dissemination of humanitarian norms need look no
further than the size of the video game industry; the limited awareness of IHL and
IHRL among players of video games
105
and the general public;
106
the large number
of military personnel recruited through video games; and the higher than average
rate of video game play by serving military personnel.
107
A number of questions
pertaining to video games require further research. The potential for drone pilots to
bring a PlayStation mentality to work and the possible impact on decision-making
during military operations is an important example. Another is the nature and scope
of IHL and IHRL obligation of states with respect to commercial video games. It is
the authors hope that this article may serve as a source of inspiration for others to
examine, in greater depth, these and other questions concerning the relation
between video games and humanitarian norms.
102 G. Humbert-Droz, above note 15. According to this French language survey, few players knew much
about IHL. Interest in integration of IHL into video games was low.
103 For instance, in 2012, Call of Duty: Modern Warfare 3 (in which game-makers have gone to some lengths
to avoid making civilians and civilian infrastructure targets a feature of Version 1) ranked number eight
within the top ten best-selling games and number two among rst person shooter games depicting combat
situations (Call of Duty; Black Ops 2 being number one). See 10 best selling videogames in 2012, above
note 4.
104 According to McGonigal, tens if not hundreds of millions of people play video games each year. See Jane
McGonigal, Gaming can make a better world, TED Talk lmed in February 2010, available at: http://
www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html (last visited 30 July 2012).
See also Entertainment Software Association, Sales, Demographic and Usage Data: Essential Facts about
the Computer and Video Game Industry, Entertainment Software Association, Washington, D.C., 2011,
available at: http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf (last visited 30 July 2012).
105 See G. Humbert-Droz, above notes 15 and 102.
106 See B. A. Gutierrez, S. DeCristofaro and M. Woods, above note 18, p. 1038 (many Americans have never
been taught about the Geneva Conventions, except perhaps that they exist ... two in ve young people and
one in three adults in the US believe that American soldiers detained abroad can be tortured).
107 See B. W. Knerr, above note 21.
Volume 94 Number 886 Summer 2012
737