The War as a game: strategic ‘gamification’ incontemporary armed conflicts

Authors

  • Roberto Espinosa Valdés Investigador en formación en la Escuela Internacional de Doctorado de la UNED. Programa de Doctorado en Seguridad Internacional

Keywords:

Digital propaganda, jihadism, Organized Crime, Videogames, Ukraine

Abstract

This article examines how various armed actors apply video game design logics—gamification—in contemporary armed conflicts. It identifies the forms, functions, and strategic objectives of these practices and evaluates their operational, psychological, and communicative effects on combatants and civilian audiences. Through three case studies (the Russo‑Ukrainian war, jihadist extremism, and Latin American organized crime), the study shows that gamification acts as a strategic force multiplier in modern warfare, enhancing propaganda and recruitment by framing conflict as a «game». Each case exhibits a different level of gamification (formalized in Ukraine, symbolic in jihadism, and informal in organized crime), and gamification is found to transnationalize war narratives, trivializing violence and particularly attracting younger audiences.

References

Allenby, B. y Garreau, J. (2017). Weaponized Narrative: The New Battlespace [en línea]. Center on the Future of War. [Consulta: 2026]. Disponible en: https://www.defenseone.com/ideas/2017/01/weaponized-narrative-new-battlespace/134284/

Andrews, S. (2023). First-person propaganda, first-person shooters: A different view [en línea]. GNET Research. [Consulta: 2026]. Disponible en: https://gnet-research.org/2023/06/01/first-person-propaganda-first-person-shooters-and-gamification-a-different-view/

Bachmann, S., y Gunneriusson, H. (2015). Hybrid wars: The 21st-century’s new threats to global peace and security [en línea]. Scientia Militaria. 43(1), pp. 77-98. [Consulta: 2026]. Disponible en: https://doi.org/10.5787/43-1-1110

Bondar, K. (2024). Does Ukraine already have functional CJADC2 technology? [en línea]. Center for Strategic and International Studies (CSIS). [Consulta: 2026]. Disponible en: https://www.csis.org/analysis/does-ukraine-already-have-functional-cjadc2-technology

Bonello, D. (2022). 15-year-old girl kills herself with an Uzi trying to record a TikTok video [en línea]. Vice. [Consulta: 2026]. Disponible en: https://www.vice.com/en/article/mexico-sinaloa-girl-uzi-tiktok

Brave1. (2025). Army of Drones: Bonus – Digital reward program [en línea]. Brave1 Platform. [Consulta: 2026]. Disponible en: https://brave1.gov.ua/en/

Carrillo, L. (2021). How TikTok shows untold truths of communities linked to drug trafficking [en línea]. InSight Crime. [Consulta: 2026]. Disponible en: https://insightcrime.org/news/how-tiktok-shows-untold-truths-of-communities-linked-to-drug-trafficking/

Dauber, C. et al. (2019). Call of Duty: Jihad – How the video game motif has migrated downstream from Islamic State propaganda videos [en línea]. Perspectives on Terrorism. 13(3), pp. 17-31. [Consulta: 2026]. Disponible en: https://pt.icct.nl/sites/default/files/2023-06/02--dauber-et-al..pdf

Deci, E. L. y Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior [en línea]. Psychological Inquiry. 11(4), pp. 227-268. [Consulta: 2026]. Disponible en: https://doi.org/10.1207/S15327965PLI1104_01

Deterding, S. et al. (2011). From game design elements to gamefulness: Defining “gamification”. En: Proceedings of the 15th International Academic MindTrek Conference. ACM. Pp. 9-15). [Consulta: 2026]. Disponible en: https://doi.org/10.1145/2181037.2181040

Frasca, G. (2007). Play the message: Play, game and videogame rhetoric [tesis doctoral]. IT University of Copenhagen.

Hassan, L. y Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation [en línea]. Government Information Quarterly. 37(3). [Consulta: 2026]. Disponible en: https://doi.org/10.1016/j.giq.2020.101461

Huizinga, J. (2000). Homo ludens. Alianza Editorial.

Hunt, E. (2016). Islamic State releases children’s mobile app ‘to teach Arabic’ [en línea]. The Guardian. [Consulta: 2026]. Disponible en: https://www.theguardian.com/world/2016/may/11/islamic-state-children-app-mobile-teach-arabic

Huotari, K. y Hamari, J. (2012). Defining gamification – A service marketing perspective [en línea]. En: Proceedings of the 16th International Academic MindTrek Conference. ACM. Pp. 17-22). [Consulta: 2026]. Disponible en: https://doi.org/10.1145/2393132.2393137

Kabachynskyi, I. (2025). How Ukraine turned a point-based rewards system into an effective model for war management [en línea]. UNITED24 Media. [Consulta: 2026]. Disponible en: https://united24media.com/war-in-ukraine/ukraines-newpoint-based-rewards-system-for-drone-operators-is-rewriting-war-management-from-the-ground-up-8528

Lakhani, S.; White, J. y Wallner, C. (2022). The gamification of (violent) extremism [en línea]. Radicalisation Awareness Network (RAN), European Commission. [Consulta: 2026]. Disponible en: https://home-affairs.ec.europa.eu/system/files/2022-09/RAN%20Policy%20Support-%20gamification%20of%20violent%20extremism_en.pdf

Lethal Crysis. (2025). Drone pilots: Ukraine #04 [Video] [en línea]. YouTube. [Consulta: 2026]. Disponible en: https://www.youtube.com/watch?v=JRzJUhvqDR8

Marchini, C. S. (2023). The digital drug revolution: How online markets are reshaping global illicit trade [en línea]. Global Initiative Against Transnational Organized Crime. [Consulta: 2026]. Disponible en: https://globalinitiative.net/analysis/digital-drug-revolution-online-markets-global-illicit-trade-ocindex/

Marson, J. (2024). The nerdy gamers who became Ukraine’s deadliest drone pilots [en línea]. The Wall Street Journal. [Consulta: 2026]. Disponible en: https://www.wsj.com/world/europe/ukraine-gamers-drone-pilots-russia-85a1af3b

Michael, D. y Chen, S. (2006). Serious games: Games that educate, train, and inform. Thomson.

NATO StratCom COE. (2021). Information Influence1 as a Tool of Hybrid Threats [en línea]. NATO Strategic Communications Centre of Excellence. [Consulta: 2026]. Disponible en: https://stratcomcoe.org/uploads/NATO_StratCom_COE_brief.pdf

O’Carroll, L. (2023). Meet Diia: the Ukrainian app used to do taxes … and report Russian soldiers [en línea]. The Guardian. [Consulta: 2026]. Disponible en: https://www.theguardian.com/world/2023/may/26/meet-diia-the-ukrainian-app-used-to-do-taxes-and-report-russian-soldiers

Pötzsch, H. (2015). The emergence of iWar: Changing practices and perceptions of military engagement in a digital era [en línea]. New Media & Society. 17(1), pp. 78-95. [Consulta: 2026]. Disponible en: https://doi.org/10.1177/1461444813516834

Pokotylo, O. (2025). Auterion to supply Ukraine with tens of thousands of AI drone strike kits [en línea]. The Defender. [Consulta: 2026]. Disponible en: https://thedefender.media/en/2025/07/auterion-to-provide-thousands-aidrones/

Prucha, N. (2016). IS and the jihadist information highway – Projecting influence and religious identity via Telegram [en línea]. Perspectives on Terrorism. 10(6). [Consulta: 2026]. Disponible en: https://pt.icct.nl/article/and-jihadist-information-highway-projecting-influence-and-religious-identity-telegram

Quevedo Delgado, S. V. (2025). Plata, armas, coca y mujeres: los ‘anzuelos’ para el reclutamiento de menores de edad en TikTok y Facebook [en línea]. El

Tiempo. [Consulta: 2026]. Disponible en: https://www.eltiempo.com/justicia/paz-y-derechos-humanos/plata-armas-coca-y-mujeres-los-anzuelos-para-el-reclutamiento-de-menores-de-edad-en-tik-tok-y-facebook-3448154

Shevko, D. (2025). Ukraine’s drone war gets gamified: Why ‘Bonus points for kills’ is more than a morale booster [en línea]. New Voice of Ukraine. [Consulta: 2026]. Disponible en: https://english.nv.ua/opinion/ukraine-gamifies-war-with-drone-kill-points-in-army-of-drones-bonus-program-50520526.html

Sicart, M. (2014). Play matters [en línea]. MIT Press. [Consulta: 2026]. Disponible en: https://mitpress.mit.edu/9780262534512/play-matters/

Skinner, B. F. (1953). Science and human behavior. The Macmillan Company.

The Economist. (2025). How drones and video-game techniques are coming together in Ukraine’s war [en línea]. The Economist. [Consulta: 2026]. Disponible en: https://www.economist.com/the-economist-explains/2025/07/08/how-drones-and-video-game-techniques-are-coming-together-in-ukraines-war

Weimann, G. (2015). Terrorist migration to social media [en línea]. Georgetown Journal of International Affairs. 16(1), pp. 180-187. [Consulta: 2026]. Disponible en: https://archive-yaleglobal.yale.edu/terrorism-cyberspace-next-generation

Werbach, K. y Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.

Winkler, C. K. y Dauber, C. E. (eds.). (2014). Propaganda visual y extremismo en el entorno digital [en línea]. U.S. Army War College Press. [Consulta: 2026]. Disponible en: https://press.armywarcollege.edu/monographs/946/

Winter, C. (2015). Documenting the virtual ‘caliphate’ [en línea]. Quilliam Foundation. [Consulta: 2026]. Disponible en: https://voxpol.eu/file/documenting-the-virtual-caliphate/

Published

2026-07-12

Issue

Section

Articles

How to Cite

Espinosa Valdés, R. (2026). The War as a game: strategic ‘gamification’ incontemporary armed conflicts. Journal of the Spanish Institute for Strategic Studies, 26, 251 - 280 / 569 . https://revista.ieee.es/revistaieee/article/view/8503