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NSA Video Games Paper - American Civil Liberties Union

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<strong>Games</strong>: A Look at Emerging Trends, Uses, Threats and Opportunities in Influence Activities<br />

Chapter Introduction<br />

<strong>Games</strong> can serve sophisticated purposes beyond entertainment, providing terrorist<br />

organizations with a powe~ful medium analogous to the internet to support its<br />

operational objectives. <strong>Games</strong> have already been exploited by terrorist extremists and<br />

sympathizers. Emerging trends within the game space suggest greater opportunities will<br />

exist for future exploitation enhancing a range o-Dterrorist operations, from supporting<br />

strategic propaganda and influence activities, to more highly instrumental uses such as<br />

communication, fundraising and recruitment."x Such activities warrant concern given the<br />

increasing popularity o£ gaming which seems to be transcending age, gender and cultural<br />

boundaries.<br />

Potential Uses of <strong>Games</strong> for Terrorist Activities<br />

• Propaganda and Influence- Terrorists and sympathizers use games to twist historical<br />

context, demonize enemies, disrupt the social moral compass, and propagate ideology.<br />

• Communications - <strong>Games</strong> provide attractive communications channels for terrorist groups<br />

and sympathizers because in-game conversations often are difficult to monitor.<br />

• Recruiting- Online gaming can serve as a recruiting tool. For example, the United States<br />

Army found that 28% of players logging on to play its America's Army online game also<br />

visited the corresponding recruitment site.<br />

• Simulation, Practice and Team Management - <strong>Games</strong> can supplement field training by<br />

familiarizing recruits with the tactics, weaponry, and skills needed to conduct operations<br />

and planning.<br />

• Money Laundering and Fundraising- Funds used in online games can be uploaded in one<br />

location and downloaded in another by using a single avatar to which multiple people have<br />

access via ID and password. Alternately, virtual "sweat shops" can be organized to<br />

Several plausible scenarios exist where terrorist organizations could leverage the<br />

power of" the gaming medium to achieve operational goals with minimal training and<br />

expertise. This paper will outline the current capabilities and potential scenarios by game<br />

genre demonstrating how a terrorist organization might exploit the game space. The<br />

extent to which games can be used by terrorist groups to supplement their other activities<br />

depends on a variety o£ factors, to include:<br />

• Internet connectivity of game users<br />

• Cost and availability of hardware and/or software required to play game<br />

• Level and kind of interaction between players that the game allows<br />

• Ease of use of game<br />

• Degree of game skills transferability to real-world activity<br />

• Degree of realism in game design (such as graphics and programming sophistication)<br />

• Barriers to game production<br />

FOUO -Not for Public Distribution<br />

Page 26

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