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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 />

The effectiveness of car11)Jing out terrorist activities through games varies by genre.<br />

Each of the scenarios presented offers the most effective use for its respective type of<br />

game. The following chart gives an overview of each game genre and its effectiveness<br />

for enabling a specific terrorist objective:<br />

Exhibit 3-1: Best Uses of Game Genres in Influence Efforts§<br />

Simulation Monev<br />

Genre of Enable and Launderin~:/ Proua~:;anda Tool for<br />

Game Communication Trainin!! Fund Raisin!! and Influence Recruitment<br />

First-person<br />

Shooter<br />

0 ~ 0 ~ ~<br />

Educational ~ 0 ~ ~ 0<br />

Simulation<br />

Mixed or<br />

Alternate<br />

Reality<br />

MMORPGs<br />

orMUVEs<br />

Strategy<br />

<strong>Games</strong><br />

~ ~ ~ ~ 0<br />

~ ~ ~ 0 0<br />

~ (8) @) (8) ~<br />

0 ~ ~ (8) ~<br />

~ Ideal or good use<br />

0 Could be used but requires moderate effort and would be only somewhat effective<br />

~ Could be used but would not be an effective choice from a cost/benefit standpoint<br />

Note: THE SCENARIOS PRESENTED IN THIS PAPER 'ARE FICTITIOUS. They<br />

represent plausible uses of games for terrorist influence, planning, recruitment and<br />

training purposes.<br />

§ A qualitative assessment on the effectiveness of different game genres in enabling terrorist operations was<br />

based on information gleaned from research, industry conferences, and gaming experts.<br />

FOUO -Not for Public Distribution<br />

Page 27

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