It's the most impressive batch of recruiters the Air
Force could hope to assemble. Brett is a dashing fighter
pilot. Lia is his match, flying helicopters. Broc is
the wisecracking mechanic who can fix an aircraft in
a flash--while the enemy is closing in. Then there's
Sanchez, the quiet professional, who's trained to parachute
into hostile territory, eliminate the enemy, and rescue
any friendlies who may be in trouble.
Don't look for this marketing dream team in an Air
Force recruiting station, though. They're the stars
of "Stealth Force," a sort of adventure series
that runs on airforce.com, the principal Web site for
people interested in an Air Force career. If they succeed
at their mission, these online characters could help
the Air Force finally come to grips with its most severe
recruiting crunch in decades.
The United States military for four straight years
has failed to attract enough recruits to fill the ranks.
In a search for solutions, the armed services are turning
to--what else?--the Internet. The campaign plan goes
well beyond typical corporate recruiting efforts such
as listing jobs on the employment sites hotjobs.com
and monster.com. Military online recruiters hope that "branding" campaigns-using
online games, puzzles, e-dramas, and other interactive
offerings--will sell kids on the military long before
they are old enough to enlist.
"A lot of these kids don't even know we exist," says
TSgt. Chuck Marshall, the Air Force's interactive recruiting
chief. "We want to have such a fun and interesting
Web site that kids will talk about it at school and
talk about it with their friends."
Stealth Force is designed for teenagers aged 13 through
17, with the hope that it will put the Air Force in
mind once they approach high school graduation. Another
site, called Air Force Link Jr. (af.mil/aflinkjr/),
aims to attract the attention of kids even earlier,
at the ages of six through 12. That site, launched
last year, features about a dozen games and puzzles-including
a word search with clues like "radar" and "sonic"-an
online "coloring book" in which kids can
dandy up the Air Force's forthcoming F-22 fighter,
and a picture game that calls on the players to identify
cryptic-looking images such as a close-up of a B-2
bomber canopy.
Classic Cliff-Hangers
Stealth Force, which debuted last November, features
a core group of characters who are assigned to a secret
Air Force unit. Its vaguely defined job: "Defend
the nation against Rebel harm." Each adventure
(all of which are set in 2010) comprises several episodes
that are updated monthly and end in classic cliff-hanger
style. Will Brett evade the "sonic detonator" fired
by an enemy jet? Will Lia be able to maneuver the rescue
chopper into a tiny canyon?
Each episode is a noninteractive "flash movie." Optional
games at the same site carry on the basic theme of
the series. In "Jungle Maneuvers," for instance,
players would get to help Sanchez, the rescue specialist,
run like Pacman through a maze of trees and gather
up first-aid kits and energy packs that help keep his
strength up--and earn points for the player. In another
game, players would race against a clock to select
the right tools and parts to fix the engine of the
downed helicopter.
The Air Force hopes that lots of flash technology
allowing fluid motion on the screen will help set its
site apart from the pack, and there is a pack. "We're
trying to distinguish ourselves from the other services," says
Jonathan Skaines, the art director for Dallas-based
Sixty Foot Spider, USAF's Internet development agency. "We
want to brand the high-tech image."
Even though the Stealth Force games are fairly simplistic,
they do hold a decisive edge over the competition.
So far, the only other military-sponsored online game
is a primitive effort on www.navyjobs.com called "The
Mission."
The Mission, says the Navy, targets Net surfers 15
and under. The player represents a Navy fighter pilot
on the aircraft carrier USS Truman. Across the screen
flashes a message that some SEALs need air support.
As the player follows the game prompts, he is led to
different stations on the carrier. The object is to
acquaint players with the kinds of things that take
place on a big-deck carrier, other than launches of
high-tech aircraft and their pilots into the wild blue.
There are brief encounters, for instance, with a tactical
action officer who gets the air support operation up
and running and an aviation storekeeper who provides
equipment for aircraft. Each offers a testimonial about
how exciting it is to be in the Navy. Yet all of the
displays are static, and the game has no voices, just
boxes with written dialogue.
In a Nutshell
Finally, two F/A-18 fighters are airborne, and the
game reaches its climactic moment. The player gets
to click on a button that fires a missile at two enemy
fighters. When he does this, the bogeys suddenly peel
away, intimidated by the Navy fighters. One of the
dialogue boxes sums up the meaning of it all: "I
guess those two don't want to test their fate against
the highly trained Navy pilots."
The services' online games are new and targeted at
teens still too young to enlist, so the Pentagon has
no data to indicate whether or not they actually will
help strengthen the Pentagon's recruiting performance.
Military officials see hopeful signs. In January, the
most recent month for which figures are available,
the Stealth Force site got more than 85,000 hits, up
from some 49,000 in the previous month. In January,
a focus group was asked about Stealth Force, and about
half of the participants said they would bookmark the
site. Three-fourths said they would recommend it to
a friend.
Overall, airforce.com each month produces names of
about 5,000 persons who ask for more information about
joining the Air Force and meet the service's age and
educational requirements. Those names are passed on
to field recruiters, who then follow the usual procedure
for wooing the prospect into the service.
Those leads might prove to go a long way toward making
up for stubborn recruiting shortfalls over the last
two years. In 1999, the Air Force wanted to recruit
33,800 new members. It fell short by more than 1,700.
This year, the service is aiming for 34,000 enlistees,
but it projects it will come up 1,000 short of the
goal. Actual USAF end strength is several thousand
spaces below the authorized level.
"I am very concerned," says Carol A. DiBattiste,
the undersecretary of the Air Force and a central figure
in USAF's get-back-on-track recruiting effort. "We've
declared a wartime mentality."
Recruiting problems aren't unique to the Air Force.
All services are affected. The end of the 1990s military
drawdown and the roaring economy have forced all of
the military services to work harder to fill the ranks.
Working against them is the fact that teenagers show
less and less interest in joining the armed forces.
Each year, the Pentagon conducts a study to determine
the propensity of young Americans to serve. In 1989,
at the close of the Cold War, such a propensity could
be found in 17 percent of males aged 16 through 21.
One decade later, that figure had fallen to only 12
percent.
Still, the Air Force's recruiting problems have lasted
longer and cut deeper, compared to the other services.
The Navy, for example, came up short in 1998 by 7,000
recruits and barely met its end strength last year.
The Army and Marine Corps, similarly, enjoyed recent
success meeting numerical end strength requirements.
One underlying problem may be that the likely Air Force
recruit-someone interested in a technical career and
with strong academic achievement-is precisely the kind
of young person in great demand in the superheated
US economy. The Air Force has declared that it will
not lower standards to increase numbers.
The services still cannot determine how many actual
enlistments have come from Internet leads. That fact
highlights one of the Pentagon's biggest recruiting
weaknesses-inability to measure the extent to which
something does or does not work.
"They have trouble figuring out what's effective
with the whole program," says Ed Burke of Andersen
Consulting, a firm hired by the Pentagon last year
to help straighten out military recruiting.
Cold Calls and Malls
Burke maintains that imaginative Internet recruiting
promises to be more effective than traditional reliance
on 20,000 noncommissioned officers making cold calls,
approaching teenaged prospects in malls, and otherwise
hunting down the more than 100,000 men and women needed
every year.
Internet recruiting could make it easier to categorize
potential recruits by interest and demographic profile
and even capture e-mail addresses for future recruiting
calls.
There are worries, however, about aggressive data
mining. "We don't want to overpressure people
into thinking they have to sign up now," says
Skaines. "We're not going to be overbearing on
recruiting."
The other services seem to agree with that approach.
Visitors to goarmy.com, for instance, can join chat
rooms to ask recruiters about life in the Army without
ever giving their real names.
Most recruiting experts doubt that faceless online
encounters will ever supplant the no-nonsense sergeant
calling to sell young men and women on military service.
And the Air Force isn't relying solely on Internet
gimmicks to bridge the recruiting gap. The Air Force
hopes that, by the end of 2000, it will have expanded
its "sales force" to 2,000 recruiters, up
from about 900 last November.
Two recent recruiting "summits" produced
more than 100 number-raising initiatives. Among them:
increased spending on new advertising and bonuses for
persons to enter certain fields. One new deal offers
eligible recruits up to $10,000 to repay college loans.
Congress may also provide some relief. The 2001 defense
budget request includes funds to continue incremental
pay increases.
Still, say officials, the sophisticated new online
tools offer promise of dramatic advances. The Air Force,
Army, and Navy recruiting officials all are developing
online games that could feature multiple players and
complex character development that help determine the
player's interests and capabilities. It is the desire
for this kind of information that consumes many hours
of recruiting time each day.
The Navy is developing a game modeled on EverQuest,
the popular fantasy game in which players make decisions
that affect the skills and traits of their characters.
At one level, explains Lt. Cmdr. Nick Dodge, director
of electronic recruiting for the Navy, a player will
decide what kind of Navy job he wants. If he becomes
a mechanic, but his interests indicate he should be
a warehouseman, he will lose "strength points." Then
the player will go through an aptitude evaluation.
Along the way, he will move from basic recruit to supervisor,
responsible for running an engine shop or parts facility
or some other department during a military operation.
"This is what kids today are interested in," says
Dodge. "It's not necessarily blowing stuff up.
It's using your intellect to solve problems."
Can the military keep such young people entertained?
Will the mundane aspects of military life be a turnoff?
While Stealth Force may be attracting lots of eyeballs,
its creators admit that most people in the Air Force
lead lives that are far less exciting than those lived
by Brett, Lia, Broc, and Sanchez.
"We understand it [the online image of service
life] is not a realistic kind of situation," says
Skaines. "If it were realistic, it would probably
be boring."
Richard J. Newman is the Washington-based defense
correspondent and senior editor for US News & World
Report. His most recent articles for Air Force Magazine, "Silver Stars" and "Reachback," appeared
in the June 2000 issue.