
The basic aim of this thesis is to assess the US Army produced videogame America’s Army (2002) and its online communities for its potential as a public sphere. My exploration of the game, and the communities which have grown around it, will be mainly based on observations of social formations and practices of the game, and interviews with players. Additional data was gathered from a visit to the US Military Academy at West Point where the US Army organization behind the game project, the Office of Economic and Manpower Analysis (OEMA) is based.