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American confectionery company Victoria Sweets claims to have invented the candy cigarette. The thin chocolate bar, wrapped in edible paper and designed to mimic a roll, debuted in 1915 and soon became the accessory of choice for grown-up kids. Hollywood star, GI Joe, captains the team: giving the cute kids a chance to try out one of their grown-up fashion items.

Weapons Pictures With Name

Weapons Pictures With Name

Within 20 years, it became so popular that tobacco companies began to take notice. Leading brands such as Marlboro, Winston and Salem have approved the packaging design for use on millions of candy cigarette boxes. A confectioner at the time said the confection was "a huge advertising factor for smokers."

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Marketing adult-like products to children in the hope that they will become customers for the real thing is common. Video game manufacturers give young people more opportunities. Toyota and Nissan have partnered with racing game developers to make their cars look the most desirable. Nike and Adidas logos are placed on virtual boots. Gibson licenses plastic versions of its guitars as players move from colored buttons on peripherals to Les Paul's nickel-plated strings.

And Barrett, the creator of the M82, a .50-caliber semi-automatic sniper rifle, hopes the weapon's appearance in a video game will eventually turn young gamers into gun owners.

"It's hard to quantify how much gun sales have increased as a result of gaming," said Ralph Vaughan, who negotiated with Barrett's game developers. "But video games expose our brand to a younger audience that is considered the future."

For many Americans, this is a time of unprecedented introspection regarding the issue of private gun ownership. In 2012, a series of deadly incidents culminated in the December shooting at Sandy Hook Elementary School in Newtown, Connecticut, where 20 children and six adults were killed. The incident galvanized many American citizens and brought firearms to the center of the public conversation. Vice President Joe Biden, who is tasked with leading a task force investigating the issue, said there is no "silver bullet" to solve America's gun problem. Instead, he offered a series of proposals designed to prevent further tragedy without undermining the Second Amendment right of citizens to bear arms.

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The video game industry has been drawn into the two sides of the conversation. In December 2012, Wayne LaPierre, executive vice president of the National Rifle Association, spoke in response to the Sandy Hook tragedy. He accused game companies of being the watchdogs of school nightmares, calling them "a vile, corrupt and corrupt shadow industry that sells and perpetrates violence against its own people". Then, in January 2013, representatives from Electronic Arts and Activision—the publishers behind the Call of Duty and Medal of Honor franchises—were invited to a conference call with Biden to discuss the connection between games and real-life violence.

Whether there is a causal relationship between the two is a question for researchers. Their work will continue with renewed vigor in the coming months, supported by Congressional funding at President Obama's request. But there's another question about the relationship between games and weapons: how do real-life weapons fit into video games?

A well-placed round from Barrett's M82 shakes the truck and causes it to crash. Deer is a sniper rifle originally intended for hunting. In fact, the bullet is driven with enough force to kill a deer standing behind a concrete wall 2,000 yards away. The weapon is sold for 10 thousand dollars. Barrett proudly proclaims that celebrities hang the gun over the fireplace. But until it was released in 1982, no one had heard of the gun or its inventor, professional photographer Ronnie Barrett. "There was nothing like this weapon back then," says Barrett. "So I drew my idea on paper in three dimensions to show how the gun would work." He is an unlikely inventor of firearms; Photographers are usually documenting the battlefield, not providing them. But since Barrett had spent his life staring down the barrel of a lens, when the design for a shoulder-mounted semi-automatic rifle came along, the transition from camera to rifle felt natural.

Weapons Pictures With Name

"We've worked with companies to send our sniper rifles to video games. Which ones? Our licensing agreement prohibits us from naming the company. [But] you can check out the Call of Duty franchise." Ralph Vaughan, Barrett Rifles

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Barrett approached a number of local machine shops to turn his design into a prototype, but all refused. The shop owner actively discouraged Barrett that if his idea was good, the gun "would have been designed by someone smarter." Finally, a toolmaker friend agreed, and the couple built their first rifle in the garage. "It was meant to be a toy for my recreational shooting pleasure, not a commercial product," Barrett says today.

But this toy fired the powerful 12.7×99mm NATO (.50 BMG) ammunition used in the M2 Browning machine gun. The M82 holds the record for the longest sniper kill at 2,815 meters. This deadly abundance caught the attention of locals in Barrett's hometown of Smyrna, Tennessee. He set up shop in the garage and hand-built 30 rifles - one for each slot in his father's gun cabinet. The M82 sold out immediately.

The business grew, and after a few years the CIA expressed interest. The plan was to send a small number of rifles to the Afghan Mujahideen for use in the war against the Soviet Union. This commercial success boosted the rifle's reputation, and in 1991 the Barrett was adopted by the US military. Embarking on the Desert Storm campaign, the Army wanted to purchase weapons for troops to use in the field.

The rifle was officially adopted by the military nine years later, where it became known as the non-commercial M107 model. "I was very pleased," says Barrett. "A company will provide a product or service in the civilian market, and maybe one day it will have an application for government or military use. But that will never happen." In fact, the U.S. government launched seven firearms models. The only company that manufactures, manufactures, sells and mass-produces Barrett guns.

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This was not the gun's only commercial triumph; After gaining fame and notoriety on the battlefield in 2006, Barrett's firearms were to be joined by a new type of force. "Yes, we've worked with companies to send sniper rifles into video games," says Vaughn. "Which ones? Our license agreement prohibits us from naming the company." But, he says, "You should check out the Call of Duty franchise."

It begs the question whether video games can work without weapons. From battleships on board, Guns and Pirates on the playground, and Call of Duty on the screen, the gun is a crucial weapon in competitive gaming. Then there's the media's obsession with the young, the child's desire to upgrade toy soldiers and Airfix fighters, to bring miniature carpet wars to life on screen.

But if shooting was just something ripe with gameplay, we'd be out of it all by now. The stability and centrality of the gun in the video game is due to more practical considerations. It is one of the few inventions that can affect near and far objects with the pull of a trigger (or press of a button) when shown in a game, extending the player's reach to the television screen. With a bullet, we can take out an enemy standing in front of us, or we can easily shoot a wall switch a hundred meters away. Few other tools offer the player more scope, flexibility, and utility.

Weapons Pictures With Name

The virtual gun has long been an integral part of the game designer's toolbox. But after the advent of guns in 3D, developers began to set their games against the backdrop of real-world conflicts and hunger for branded weapons. A real-life weapon can give a game a semblance of authenticity. The role of the gun in the video game is expanded.

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Martin Hollis, the creator of GoldenEye, experienced this change firsthand. Released in 1997 for the Nintendo 64, it was one of the first console games to feature 3D gunplay. "Most of the weapons in the game were models of real weapons," he says today. "Walther PPK, Kalashnikov AK47, FN P90 and more."

"I thought the writers and filmmakers wouldn't force a license. We took out the actual weapon names and replaced them with fictional ones—sometimes based on a team member's initials, sometimes based on a sense of authenticity." Martin Hollis, director and producer of GoldenEye

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