NSA Video Games Paper - American Civil Liberties Union
NSA Video Games Paper - American Civil Liberties Union
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 />
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