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  [>] Gee claims that we must start thinking: Gee, What Video Games Have to Teach Us, 13.

  [>] “If we compare what individuals do”: Steinkuehler, “Cognition and Learning,” 100–101.

  [>] “a diverse population of soldiers”: Singh and Dyer, “ Computer Backgrounds of Soldiers,” 22.

  [>] “all their lives”: Silberman, “War Room.”

  [>]“want to learn Army digital systems”: Schaab and Dressel, Training the Troops, 4.

  [>] “We have discovered that video game players”: Quoted in Freeman, “Researchers Examine Video Gaming’s Benefits.”

  [>] “focus on relevant visual information”: Ibid.

  [>] “At the core of these action video game-induced improvements”: “Video Gaming Boosts Your Ability.”

  [>] “promote dynamic cognitive activity”: Dawes and Dumbleton, “Computer Games in Education Project: Report.”

  [>] In this way, sophisticated video games: Dipietro et al., “Towards a Framework.”

  [>] “develop the situated understandings”: Jenkins et al., “Confronting the Challenges,” 4.

  [>]“a set of cultural competencies”: Ibid.

  [>] “Play—the capacity to experiment”: Ibid.

  [>] “import skill and drill exercises”: Rice, “Assessing Higher Order Thinking in Video Games.”

  [>] “‘hypothesize, probe the world’”: Gee, What Video Games Have, 216.

  [>] “is often built around the ‘content fetish’”: Gee, “Learning by Design.”

  [>] “Live field training is very expensive”: Quoted in Minton, “Software.”

  [>] “instead of tornadoes, earthquakes, and Godzilla”: Mockenhaupt, “SimCity Baghdad.”

  4. America’s Army: The Game

  [>] “30 percent of all Americans”: Singer, “Meet the Sims.”

  [>] “Our [selling] strategy must be based”: McHugh, “Army Rolls Out Big Guns,” 22.

  [>] “an employer of last resort”: Ibid.

  [>] this approach ignores the facts: Tversky and Kahneman, “Availability,” 207.

  [>] “to build a game-oriented, virtual reality-based”: Keith Hattes e-mail to Michael Zyda et al., “Research Initiative for Army Recruiting,” September 3, 1999.

  [>] “‘moral rot’ that had become symbolically associated”: Bartlett and Lutz, “Disciplining Social Difference,” 122.

  [>] Attributing a quasi-religious role: Edwards, Closed World, 10.

  [>] In addition to Mike Capps: Davis et al., “Making America’s Army.”

  [>] “The game’s training module cost”: Singer, “Meet the Sims.”

  5. All but War Is Simulation

  [>] “the training [positively] impacted”: Ratwani, Orvis, and Knerr, “Game-Based Training Effectiveness Evaluation.”

  [>] “You can’t simulate the dust, dirt”: Martin and Lin, “Keyboards First. Then Grenades.”

  6. WILL Interactive and the Military’s Serious Games

  [>] “These games have an explicit”: Abt, Serious Games, 9.

  [>] “a mental contest, played with a computer”: Zyda, “From Visual Simulation to Virtual Reality to Games,” 26.

  [>] “I was injured in 2006”: Quoted in Dao, “Acting Out War’s Inner Wounds.”

  7. The Aftermath: Medical Virtual Reality and the Treatment of Trauma

  [>] “looks like it has met a boot”: Halpern, “Virtual Iraq.”

  [>] According to the Journal of CyberTherapy and Rehabilitation: Wiederhold and Wiederhold, “Virtual Reality.”

  [>] An issue of Studies in Health Technology: Parsons et al., “Neurocognitive and Psychophysiological Analysis.”

  [>] Most recently, Military Medicine: McLay et al., “Development and Testing of Virtual Reality Exposure Therapy.”

  [>] A recent issue of Psychiatric Services: Kramer et al., “Clinician Perceptions.”

  [>]“is tough. It’s tough”: WILL Interactive brochure, n.d.

  [>] A recent Mental Health Advisory Team study: Casey, “Comprehensive Soldier Fitness.”

  [>] “to find any evidence of a well-coordinated”: American Psychological Association, “Psychological Needs.”

  [>] “a structured, long-term assessment and development program”: Comprehensive Soldier Fitness, http://csf2.army.mil/about.html.

  8. Conclusion: America’s Army Invades Our Classrooms

  [>] “promote student interest in the engineering and technical fields”: Welburn, “Upcoming Events.”

  [>] “stimulate, and sustain, dialogue”: Ibid.

  [>]“have the opportunity to test”: National Association of State Boards of Education, “Announcement,” August 25, 2008. www.nasbe.org/index.php/upcomingevents/details/29-us-army.

  [>] “reaffirming and strengthening America’s role”: White House, “Educate to Innovate,” www.whitehouse.gov/issues/education/k-12/educate-innovate.

  [>] “global competitiveness”: Burke and McNeill, “‘Educate to Innovate.’”

  [>] “a multi-year competition whose goal”: stemchallenge.org.

  [>] The New York Times Magazine reports that a growing number: Corbett, “Learning by Playing.”

  [>] “the big challenge isn’t”: Quoted in Silberman, “War Room.”

  [>] “been driven . . . by the real and pressing needs”: Noble, Classroom Arsenal, 1.

  [>] “the purposes and the ‘products’ of education”: Ibid., 6–7.

  [>] “the particular goals of those parties”: Ibid., 4.

  [>] “politics by other means”: Starr, “Seductions of Sim.”

  [>] “The one thing . . . political simulations”: Herz, Joystick Nation,223.

  [>] “social contract”: Ibid.

  [>] U.S. Special Operations Command recently purchased: Drummond, “Commandos Now Play Digital Brain Games.”

  [>] “from support to civil authorities”: Shanker, “Army Will Reshape Training.”

  [>] The popular DARPA-funded online video game Foldit: Lim, “Agencies Get Down to Business.”

  [>]“would accompany service members”: Beidel, “Avatars Invade Military Training Systems.”

  [>] “high-technology military strategy”: Edwards, Closed World, 7–8, 15.

  [>] “battle-zone persuasion”: Quoted in Peck, “Since When Does Brookings Make Video Games?”

  [>] “appears to be the first time”: Sanger, “Obama Order.”

  [>] “the creation of an advanced map”: Nakashima, “With Plan X.”

  [>] “While cyber may not look or smell”: Quoted in Barnes, “Pentagon Digs In on Cyberwar Front.”

  [>] “We pick a region of the world”: Quoted in Toplikar, “Teaching the Shadowy Art of Cyber War.”

  [>] “The Air Force aggressor acts as a hacker”: Quoted in Barnes, “Pentagon Digs In on Cyberwar Front.”

  [>] “is based on attack, exploit, and defense”: Ibid.

  [>] “the fiery political atmosphere of camp life”: Axe, “Gamers Target U.S. Troops.”

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