graphite bombs dropped
by NATO to cripple the yugoslav electrical grid
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The collapsing distance between media and military
technologies tends to hit a zero point in times of war. The origins
of the internet as a military technology; the merging of military
simulation training, digital arts, and video game culture; the work
of north
american public relations companies hired by competing factions
in distant wars to "sell" their position to the north
american media, public, and governments; the use of high
tech computer graphic sequences in news broadcasts to package
the war (pioneered during the Gulf War); the military's orchestration
of news reporting through the use of
controlled or restricted access to war zones and media focus
on military press briefings; the
ownership of major media networks by weapons manufacturers;
and the endless images of idling military planes and video game
bombings in the media - all are different facets of this process.
In the latest US military intervention into Iraq in 2003, we have
seen this convergence reach a new threshold with the use of embedded
journalists. Throughout the NATO bombing campaign, media and
military technologies were used more than ever as a way to both
violently contain and distance the contaminating effects of monstrous
presences from faraway so close. The paradoxes of distance and proximity;
the media's distancing of the intimate effects of war that can only
be grasped from the ground rather than the perspective of a bomber
pilot 30,000 feet in the air; and the impersonal proximity of distant
wars that accompany saturation media coverage - all are a product
of this convergence that has become a hallmark of our current era
of so-called video game wars. For those of us with intimate ties
to the targeted area, bombarded by images of distant monsters standing
in for those closest to us, the effects of the proximal distances
forged through media and military technologies can create a sense
of total psychic disjuncture.
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