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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 />

• Many organizations currently use the virtual world of Second Life to conduct<br />

training workshops. A few organizations have used the virtual world to fundraise<br />

and build up groups with similar interests.<br />

• Popular examples of virtual worlds include Second Life, Cybertown, Habbo<br />

Hotel, There, and Virtua!Magic Kingdom.<br />

Exhibit 3-3: Users are able to socialize in the virtual space Second Life. 1 n"<br />

Virtual World Scenario<br />

This scenario is fictitious. A sophisticated terrorist network joins Second Life. On a<br />

password-protected island of the virtual community, they construct replicas of sites that<br />

they are interested in attacking, and carry out realistic, virtual dry runs of their attacks.<br />

• They consider expanding their network and developing an on-going virtual<br />

terrorist training camp, complete with lessons on the manufacture of bombs, the<br />

proper use of artillery, and basic lessons on the most effective places to shoot a<br />

person to mortally wound them.<br />

Because virtual worlds can serve as a platform for hard-to-trace communications and<br />

private, sometimes password-protected meetings when members are separated by<br />

distance, the terrorist network also utilizes the virtual space for cell management and<br />

meetings.<br />

• The meetings help ensure that members are accounted for on a regular basis while<br />

drawing little attention to the gathering or the members' association.<br />

• Virtual interaction helps team members become familiar and develop trust with<br />

their teammates long before they meet face-to-face.<br />

• Working together in games or virtual worlds build teams cohesion which<br />

translates into better synergies in real-world situations.<br />

FOUO -Not for Public Distribution<br />

Page 30

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