Visit our website: HTTP://WWW.STOPNATO.ORG.UK
---------------------------------------------

In a message dated 14/09/01 20:18:57 Eastern Daylight Time, [EMAIL PROTECTED] 
writes:

> The Globe & Mail      September 14, 2001
>  
>  War Isn't A Game After All
>  
>       by Naomi Klein
>  
>  Now is the time in the game of war when we dehumanize our enemies.
>  
>  They are incomprehensible, their acts unimaginable, their motivations
>  senseless. They are "madmen," their states are "rogue." Now is not the
>  time for understanding -- just better intelligence.
>  
>  These are the rules of the war game.
>  
>  But war is not a game. It is real lives ripped in half; it is lost sons,
>  daughters, mothers and fathers. Perhaps Sept. 11, 2001, will mark the end
>  of the shameful era of the video-game war.
>  
>  Watching the coverage this week was a stark contrast to the last time I
>  sat glued to a television set watching a real-time war on CNN. The Space
>  Invader battlefield of the Persian Gulf war had almost nothing in common
>  with the destruction of Manhatten. Back then, we saw only sterile
>  bomb's-eye views of concrete targets -- there, and then gone. Who was in
>  those abstract polygons? We never found out.
>  
>  Since the gulf war, U.S. foreign policy has been based on a single brutal
>  fiction: that the U.S. military can intervene in conflicts around the
>  world -- in Iraq, Kosovo, Afghanistan -- without suffering any U.S.
>  casualties. This is a country that believed in the ultimate oxymoron: a
>  safe war.
>  
>  The safe-war logic is, of course, based on the technological ability to
>  wage a war exclusively from the air. But it also relies on the deep
>  conviction that no one would dare mess with the U.S. -- the one remaining
>  superpower -- on its own soil.
>  
>  This conviction allowed Americans to remain blithely unaffected by -- even
>  uninterested in -- international conflicts in which they are key
>  protagonists. Americans don't get daily coverage on CNN of the ongoing
>  bombings in Iraq, nor are they treated to human-interest stories on the
>  devastating effects of economic sanctions on that country's children.
>  After the 1998 bombing of a pharmaceutical factory in Sudan (mistaken for
>  a chemical weapons facility), there weren't too many follow-up reports
>  about what the loss of vaccine manufacturing did to disease prevention in
>  the region.
>  
>  And when NATO bombed civilian targets in Yugoslavia -- markets, hospitals,
>  refugee convoys, passenger trains, and a TV station -- NBC didn't do
>  "streeter" interviews with survivors about how shocked they were by the
>  indiscriminate destruction.
>  
>  The United States is expert in the art of sanitizing and dehumanizing acts
>  of war committed elsewhere. No wonder Tuesday's attacks seemed to many
>  Americans to have come less from another country than another planet. The
>  events were reported not so much by journalists as by the new breed of
>  brand-name celebrity anchors who have made countless cameos in Time Warner
>  movies about apocalyptic terrorist attacks on the United States -- now,
>  incongruously reporting the real thing.
>  
>  The United States is a country that believed itself not just at peace but
>  war-proof, a self-perception that would come as quite a surprise to most
>  Iraqis, Palestinians and Colombians. Like an amnesiac, the U.S. has
>  awakened in the middle of a war, only to find out it has been going on for
>  years.
>  
>  Did the United States deserve to be attacked? Of course not. But there's a
>  different question that must be asked: Did U.S. foreign policy create the
>  conditions in which such twisted logic could flourish, a war not so much
>  on U.S. imperialism but on perceived U.S. imperviousness?
>  
>  The era of the video-game war in which the U.S. is at the controls has
>  produced a blinding rage in many parts of the world, a rage at the
>  persistent asymmetry of suffering. This is the context in which twisted
>  revenge-seekers make no other demand than that U.S. citizens share their
>  pain.
>  
>  A blinking message is up on our collective video-game console: game over.
>  

-------------------------------------------------
This Discussion List is the follow-up for the old stopnato @listbot.com that has been 
shut down

==^================================================================
EASY UNSUBSCRIBE click here: http://topica.com/u/?a84x2u.a9spWA
Or send an email To: [EMAIL PROTECTED]
This email was sent to: [email protected]

T O P I C A -- Register now to manage your mail!
http://www.topica.com/partner/tag02/register
==^================================================================



The Globe & Mail        September 14, 2001

War Isn't A Game After All

     by Naomi Klein

Now is the time in the game of war when we dehumanize our enemies.

They are incomprehensible, their acts unimaginable, their motivations
senseless. They are "madmen," their states are "rogue." Now is not the
time for understanding -- just better intelligence.

These are the rules of the war game.

But war is not a game. It is real lives ripped in half; it is lost sons,
daughters, mothers and fathers. Perhaps Sept. 11, 2001, will mark the end
of the shameful era of the video-game war.

Watching the coverage this week was a stark contrast to the last time I
sat glued to a television set watching a real-time war on CNN. The Space
Invader battlefield of the Persian Gulf war had almost nothing in common
with the destruction of Manhatten. Back then, we saw only sterile
bomb's-eye views of concrete targets -- there, and then gone. Who was in
those abstract polygons? We never found out.

Since the gulf war, U.S. foreign policy has been based on a single brutal
fiction: that the U.S. military can intervene in conflicts around the
world -- in Iraq, Kosovo, Afghanistan -- without suffering any U.S.
casualties. This is a country that believed in the ultimate oxymoron: a
safe war.

The safe-war logic is, of course, based on the technological ability to
wage a war exclusively from the air. But it also relies on the deep
conviction that no one would dare mess with the U.S. -- the one remaining
superpower -- on its own soil.

This conviction allowed Americans to remain blithely unaffected by -- even
uninterested in -- international conflicts in which they are key
protagonists. Americans don't get daily coverage on CNN of the ongoing
bombings in Iraq, nor are they treated to human-interest stories on the
devastating effects of economic sanctions on that country's children.
After the 1998 bombing of a pharmaceutical factory in Sudan (mistaken for
a chemical weapons facility), there weren't too many follow-up reports
about what the loss of vaccine manufacturing did to disease prevention in
the region.

And when NATO bombed civilian targets in Yugoslavia -- markets, hospitals,
refugee convoys, passenger trains, and a TV station -- NBC didn't do
"streeter" interviews with survivors about how shocked they were by the
indiscriminate destruction.

The United States is expert in the art of sanitizing and dehumanizing acts
of war committed elsewhere. No wonder Tuesday's attacks seemed to many
Americans to have come less from another country than another planet. The
events were reported not so much by journalists as by the new breed of
brand-name celebrity anchors who have made countless cameos in Time Warner
movies about apocalyptic terrorist attacks on the United States -- now,
incongruously reporting the real thing.

The United States is a country that believed itself not just at peace but
war-proof, a self-perception that would come as quite a surprise to most
Iraqis, Palestinians and Colombians. Like an amnesiac, the U.S. has
awakened in the middle of a war, only to find out it has been going on for
years.

Did the United States deserve to be attacked? Of course not. But there's a
different question that must be asked: Did U.S. foreign policy create the
conditions in which such twisted logic could flourish, a war not so much
on U.S. imperialism but on perceived U.S. imperviousness?

The era of the video-game war in which the U.S. is at the controls has
produced a blinding rage in many parts of the world, a rage at the
persistent asymmetry of suffering. This is the context in which twisted
revenge-seekers make no other demand than that U.S. citizens share their
pain.

A blinking message is up on our collective video-game console: game over.





Reply via email to