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The Inside Story of Real Firearms in Call of Duty
In a recent revelation, internal documents have shown that Remington Arms, a leading U.S. gun manufacturer, entered into a covert agreement to feature one of its rifles in the renowned video game series, ‘Call of Duty’. This move was strategically aimed at capturing the attention of younger consumers.

These documents, which were acquired during a lawsuit related to the tragic 2012 Sandy Hook Elementary School shooting, shed light on the intricate ties between the firearm and video game industries. While it’s known that real-life firearms have been replicated in various video games, the specifics and intentions behind such collaborations have largely remained undisclosed.
Dated from the late 2000s to the early 2010s, the records indicate that Remington and its parent conglomerate, Freedom Group, actively sought to integrate their firearms into first-person shooter games. Their motivation stemmed from a concern about their aging customer base. A Freedom Group memo highlighted the significance of video games as a primary avenue for younger individuals to familiarize themselves with firearms, especially given the declining accessibility to real shooting or hunting areas.
Behind the Scenes: The Remington and Activision Deal
In 2009, Remington finalized a deal with game publisher Activision Blizzard to introduce the Adaptive Combat Rifle (ACR) in ‘Call of Duty: Modern Warfare 2’. This was a strategic move to promote both civilian and military versions of the ACR. The inclusion of the ACR in such a globally acclaimed game was a significant achievement for Remington, especially considering the vast, predominantly young male audience of the ‘Call of Duty’ series.
Interestingly, no monetary exchange took place between Activision and Remington, and both parties agreed to maintain confidentiality regarding the deal.
The documents also touch upon the longstanding debate about the potential influence of video game violence on real-world events. However, a new perspective emerges: can video games serve as effective platforms for product placements, similar to other media?
The Impact of In-game Firearms on Real-world Sales
Remington’s internal communications suggest that they perceived video games as a potent tool for attracting new firearm enthusiasts. The success of ‘Modern Warfare 2’, which sold over 22 million units, further solidified this belief.
However, not everyone within Remington endorsed this marketing approach. Some expressed concerns about the portrayal of their products in such games, emphasizing that the primary intent of their firearms was not solely for aggressive purposes.
Despite its in-game popularity, the ACR’s real-world sales did not see a significant boost. The rifle faced multiple challenges, including design flaws, which eventually led to its discontinuation due to low sales.
Public Concern and the Future of Firearms in Video Games
Post the Sandy Hook tragedy, there was significant public concern regarding the presence of branded firearms in video games. In response, Electronic Arts, a major competitor to Activision, announced in 2013 that it would cease licensing real-world firearms for its games.
The lawsuit brought forth by the Sandy Hook parents alleged that Remington’s in-game marketing strategies targeted vulnerable individuals prone to committing heinous acts like the one that took their children’s lives. The primary goal of the lawsuit was to instigate a change in such marketing practices.
Some industry insiders argue that firearm companies like Remington shouldn’t be held accountable for the in-game portrayal of their products, as game developers often seek licensing deals to enhance game realism.
In conclusion, the integration of real-world firearms into video games is a complex issue, with multiple facets to consider. The recent revelations from the Remington documents provide a deeper understanding of the motivations and implications behind such decisions.
Based on a Wall Street Journal Article
Image source: Korean Savage on YouTube