Recently, I mentioned the fact that many throw the term “narrative” out there recklessly. We use narrative to define narrative. We kind of know what we’re talking about, but we have a hard time explaining it.
Well here’s a good article that does a better job.
The narrative “links grievances to a political agenda and mobilizes the population to support a violent social movement.” It does this by assigning blame for wrongs, explaining how grievances will be addressed, and proclaiming a call to action that presents the uprising as likely to succeed if the insurgent forces and population work together.
“But in the current, digitized world, trivial information is accumulating every second, preserved in all its triteness.”
Finally sat down to read this quick article by Renny Gleeson in Cyber Defense Review. Renny works in advertising, which is important, as we don’t often get perspectives on information warfare from outside the military or national security bubble. As such, this take is a bit demilitarized (hence the non-doctrinal term “storyweapon”).
Gleeson makes the argument – as many others have – that we have entered a new realm, where the confluence of marketing, digital media, computers, and psychology have made all of us more vulnerable to manipulation by adversaries. It’s a good recap and overview of things IO professionals should have a solid grasp of – the race to the bottom for clicks, the primacy of emotion over rationality as demonstrated through the important work of Daniel Kahneman in Thinking Fast and Slow, and the fact that none of this is going away.
Nothing new here so far.
What Gleeson argues through his article, though, is that what this all leads to is what he calls the primacy of “storyweapons.” He defines this in his opening line as “adversarial narratives that use algorithms, automation, codespaces, and data to hijack decision-making, and the stories of who we are, what we believe and why it matters.”
Storyweapons, as I read it, are not that much different from what we mean when we talk about “narrative warfare,” another non-doctrinal term that gets a lot of attention these days.
And all of these are variations or spin-offs of something doctrinal that we do know: political warfare.
Anyway, to defeat adversarial storyweapons, Gleeson argues that we need to employ our own storyweapons, writing “we need storywarriors on the field, fighting for the best version of America.”
I don’t disagree with that. The problem, as he sees it (and I do too), is that we have a hard time doing that. Here he quotes General (Ret) Jim Mattis who says “a proper understanding of our national story is absent.”
It’s not that we necessarily have to package up ideas, narratives, messages, or whatever, and get it “out there” in the “information environment.” It’s that we have to actually believe in this project – the American story – and project that through action. Certainly there is a role for information operations as it more commonly understood (crafting themes and messages, media, PSYOP, etc.), but there is no calibration or tweaking that fixes all of this.
The concept of “storyweapons” has me skeptical, because it sounds like a simple, short-term solution to a complex, long term problem. Making a “storybomb” and dropping it on a target audience, with the idea that it is going to change something that has a long term tangible result is unlikely. Unfortunately, our incentives are aligned for the short term (politically, operationally, and personally).
Some choice excerpts from the article:
Our stories are more vulnerable than we know: our cognitive systems are hackable by everyone, from kids’ birthday party magicians to infowar adversaries. We do not see the flaws in those systems because they are features of the systems. Storyweapons leverage the infrastructure of perception to misguide, misdirect, and manipulate.
Yes, this is everywhere. And it’s not new. It’s just that many of us are only now realizing it. The advent of the smartphone and the constant notifications represent perhaps the most tactile example of this.
By biological design, outrage, fear, and the unfair light up these lower regions, grab the spotlight of our attention and short-circuit rational thought.
This is why the ads below articles on websites you might otherwise enjoy are littered with pictures and copy designed to excite or scare you. It’s hard not to click an ad that promises you photos of an actor or actress who you don’t really know but are curious about how they look now or thirty years ago.
The ruthless economic imperative behind the zero-sum wars for attention has fueled the rise of outrage as a business model in the places we connect with who and what we love.
Yes. This also is not new, though. I’d recommend the book The Attention Merchants (2016)which covers the history of advertising. It’s always been a race to the bottom. It’s how you get snake oil salesman and yellow journalism – concepts and tactics that are over a century old. And it’s how we get those stupid ads I just mentioned.
“life-as-software-mediated-experience”
Gross.
We will be alone together: two people looking at the same thing at the same time will sense different things.
Here he is talking about literally looking at the same space and seeing a different thing, as in advertisements. Imagine walking through a mall or airport and looking at an adverisement on the wall, but you see one thing based on your data while another person sees something else. This is already happening. I think more importantly, we are already living in a world where we can look at the exact same *physical* thing and come to completely different conclusions based on our information diet and the bubble that we live in. To me, this is more frightening. We can look at the nude emperor and admire his clothing, and everyone is okay with it and will say the clothes are beautiful.
Everyone and everything that touches software is effectively on the new Storyweapon battle field; there is no “behind the lines.”
Yes, this is true. I feel confident that the greater public doesn’t know this yet, because a majority of the military isn’t aware of it. There are options for changing this, but it will take time and effort.
You can’t beat a “true enough” storyweapon with facts.
So true.
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In conversations lately, I’ve noticed how much of what I’m hearing sounds eerily familiar to memes and nonsense that I see widely shared on social media. This is especially true when it comes to political and cultural issues. I’ll say one thing, and be retorted with something I saw recently online – often some soundbite that is impossible to disprove in an argument or some emotion-laden appeal.
To put it another way, what do you think is having a greater effect in this year’s Presidential election – political advertising or viral memes?
Then, a friend posted this article from the Chicago Tribune which confirms the suspicion:
Worse, the study finds that these sort of blind peer-to-peer shares are really important in determining what news gets circulated and what just fades off the public radar. So your thoughtless retweets, and those of your friends, are actually shaping our shared political and cultural agendas.
It’s a wild, brave new world. And we’re still figuring it out.
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If you’ve been following me on Twitter, mostly on very early mornings on the weekends, you know that I’ve been playing Life Is Strange. I learned about the game back when I was in Afghanistan, a time when the prospect of being an 18-year-old female hipster in the Pacific Northwest seemed very, very appealing. I caught up with the game and recently finished Episode 4 (The Dark Room) and one Episode remains. The game is beautiful and highly emotional, and I’ve been convincing as many of my friends as possible to play it, mostly to make them as miserable and depressed as me.
I’m currently working on a longer post about one of the game’s secondary characters, David Madsen, who’s a combat veteran. I actually have quite a few posts in the works that will be coming out related to the game, mostly because the game tackles a lot of important issues (suicide, youth, emotions).
In the meantime, I wanted to comment on one of the interesting features of the game, or rather, one of the interesting side effects that I think the game has. I recently wrote about how through playing narrative-based games, like Life Is Strange or even Mass Effect, the game forces the player to grapple with difficult dilemmas, and that these in-game interactions have actually made me think about the way that I engage with real people. Following up on that idea, what I’ve started to really think about is the way that the game allows you to sit back and really think about what decision you are going to make before actually making it, and the inherent training value this has.
I remember when I was playing Mass Effect, there were times that I would get to a critical decision point and actually get up, pour myself some more coffee, and then sit there, face twisted in thought as I contemplated how my decisions might affect the fate of the galaxy.
In Life Is Strange, the stakes are usually smaller, but often feel more personal (and seemingly real). I’ve been playing the game – as I do most non-linear games – the way that feels right for me. That is, I’m making the decisions as I think I would make them. There are times where I feel like the game is pushing me in one direction over another, like in the scene where I choose whether to make fun of Victoria or comfort her. Seeing those options, I knew that comforting her would be the right thing to do, but I also didn’t think I would actually do that in person. Victoria, to this point, has been a total pain and this was my opportunity to get revenge. I wasn’t going to pass it up.
Mass Effect was much more deliberate in this regard. Decisions colored red pushed you towards being a “renegade” whereas decisions colored “blue” pushed you towards being a “paragon.”
The point is, these in-game conversations, and more importantly, the agency the player has over choice, potentially has real value outside of the game.
Months ago I reviewed a game for iOS that works in this regard (Together Strong), using narrative-based interaction to help prepare veterans and their family members to recognize and effectively communicate with veterans or military members who may need help. Although I thought it was good as a training simulation, I wasn’t that interested in “playing” it again because it never really felt like a game. It felt like effective training. I really ought to revisit it.
I think there is real value in this kind of computer-based interaction. Game design has advanced to a point where these types of games can be used to help better prepare people – especially veterans – for facing the tough conversations all of us will undoubtedly find ourselves in. Suicide, depression, alcoholism, anger, PTSD – if you’re in the military or around veterans, these are things you are going to see. And as much lip service as we give to making people “aware” of these issues, very little of substance is done in terms of actually arming ourselves with the tools to help someone.
We like to play games. Instead of another class on recognizing signs of suicide, maybe we simulate a conversation with someone who is really struggling in a context that is comfortable for us – games.
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Life is Strange was one of the games on my list of games to play when I got back from Afghanistan. It’s a beautiful game, and it’s narrative-based, meaning the story is driven forward by conversation and decisions you make through the game.
Between Life is Strange and Mass Effect (and others), I’ve noticed that recently, when I’m talking with someone, and especially if we’re just standing there and the conversation is going back and forth, I’ve been hyper-aware of the things I was saying and understood that what I say and how I behave might significantly effect real outcomes.
Ok, I know there’s a “no shit” aspect to this, as in, of course this is the case – that’s called real life. But there is something strange about it when you are actually thinking while still in the conversation about how this or that response might affect the outcome.
While this is all anecdotal, I feel like being hyper-aware of the conversation is a good thing. Too often, it feels like we just breeze through conversations without really thinking about what we’re saying and what the outcome might be. “Game-ifying” conversations feels a little manipulative, but only in that you’re being mindful of what you’re saying. We’ve been taught to “think before you speak” but not really to think of the potential outcomes.
Anyway, I like being more aware of what I’m saying, and if it’s a result of games, awesome.
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