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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 />

Frequent interaction with his network helps the leader monitor the level of his team<br />

members' commitment to the cause and ensure that they do not waver from the group's<br />

tactical and strategic missions. This also helps the leader prevent members from<br />

"defecting" or otherwise becoming a threat to the cell.<br />

Some of the terrorist network members living in a remote location with Internet access<br />

raise funds via "gold farming," a virtual form of the "sweat shop." Their laborers play<br />

games to develop the best, strongest in-game characters which are then sold online for a<br />

profit at sites like E-bay.tt<br />

• Because of the games' entertainment value, terrorist network members encourage<br />

players to "work" for them or raise funds themselves by simply playing games<br />

and then selling items.<br />

Other network associates participate in traditional fundraising. Second L~fe allows players<br />

to contact the organizer of like-groups, perhaps "humanitarian" organizations that support<br />

particular causes, and send mass emails to encourage participation in special interest<br />

events. Donations are laundered to fund terror activities.<br />

• Terrorist groups are introduced to new sympathizers in this way.<br />

• Other associates hold invitation-only "town meetings" or "group meetings" to<br />

impress viewpoints upon potential recruits.<br />

Virtual Worlds and MMORPGs as a Film Set<br />

Machinima: From Game space to <strong>Video</strong><br />

Gaming can serve as a platform for propaganda video production. For example,<br />

machinima is filmmaking within the real-time 3D virtual environment of a video game.<br />

All that is required is a game and a desktop computer. 1 xiv The combination of machinima<br />

software and a virtual world or video game such as Planet Battlefield, allows one to film<br />

their in-game activities as they play to develop a film which is easily distributed over the<br />

Internet.<br />

Terrorists could easily exploit this technology. Through the use of virtual<br />

characters and audio mash-ups a terrorist could anonymously create machinima films that<br />

included speeches, updates, and briefings. He could use the technology of virtual<br />

communities to create target sites to convey to cell members the next planned attack, use<br />

games to give a visual plan of how the attack should be carried out, and familiarize<br />

teammates with the terrain of the intended site with the technology of Second L~fe.<br />

Additionally, one could use machinima to create a likable, militant hero with whom their<br />

target audience could identify.<br />

tt Durin the month of' December, SAIC anal sts eriodicall checked e-Ba for characters and items for<br />

sale. It was common to see a high-level character with special skills in World ofWarcraft or Everquest on<br />

sale for approximately US$2,000 with only minutes left in the auctions.<br />

FOUO -Not for Public Distribution<br />

Page 31

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