It’s not often a stu­dent ter­ri­fies me with the social implic­a­tions of new technologies. 

From one of the essays on ‘new digital media seg­ments’ by one of my stu­dents (repos­ted without per­mis­sion, but I’m claim­ing fair use as it’s less than 10%), talk­ing about the video game Amer­ica’s Army as an example of ‘adver-gaming’:

By the end of the second month of its release, 2.5 mil­lion people had down­loaded the free-to-the-public, state-of-the-art video-game, with another 120,000 people sign­ing up to order the CD ver­sion by mail . Even more import­ant than the enorm­ous amount of expos­ure the US Army gar­nished for their mes­sage through the adver-game’s suc­cess, how­ever, is its suc­cess in facil­it­at­ing the enlist­ment of raw recruits: 28% of the hits at the Army’s recruit­ment web­site, www​.goarmy​.com, ori­gin­ate at web­sites that host America’s Army, a sig­ni­fic­ant figure when you con­sider that the major­ity of vis­it­ors to www​.goarmy​.com actu­ally enlist [1].

— Mat Ward

I knew about the game, but I had no idea it had had such dir­ectly meas­ur­able results.

[1] Gegax, TT, ”Full Metal Joy­stick: ENTREPRENEURS: The U.S. Army’s new recruit­ing video­game is an online phe­nomenon” New­s­week, Oct 14, 2002 p38