| Conclusion
In the various articles written by us (Justin, Jeroen, Ruud and
Sean) we have attempted to explain the various forms of in- and
exclusion that have been and are constructed in the game America's
army: Operations, and the communities formed around it. Justin concluded
that the game America's Army resembles an advergame closely, but
is slightly different. It can better be described as a propagame.
The propagame´s intention is to include. One of the characteristics
of the Internet is interactivity. If one cannot participate one
cannot play the game. Jeroen concludes that players within the virtual
community of America's Army: Operations, willfully cooperate in
a virtual dictatorship, where they have no say in the content of
the game. Only the developers have the power, the players receive
an illusion of power. Ruud concluded that in most clan-communities
the players have a set hierarchy that sometimes can even resembles
a dictatorship, the leaders having power, the players that fall
under them practically none. Sean concludes in his article that
America's Army: Operations is not a game that is free for all, but
that there are sidelines which exclude a lot (if not the majority)
of the worlds population. This being the case he states that the
game was not created for recruitment but as a public relations stunt.
If one takes all these conclusions and tries to form them into one,
you can say that all of us have seen that America's Army: Operations
is a game that reaches its target group effectively. This target
group is small compared to other media campaigns. We have seen how
small this target group actually is and why it so small to begin
with. Everyone that falls outside this small target group is excluded
from the game and the communities surrounding it. In the target
group of America's Army: Operations, players tend to accept rigid
autocratic rules within a hierarchic social structure, much like
the American army itself.
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