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NSA Spying: Real Life Agents in MMORPG´s and Xbox Live

spizzspizz Member UncommonPosts: 1,971

Xbox Live among game services targeted by US and UK spy agencies

 

NSA and GCHQ collect gamers' chats and deploy real-life agents into World of Warcraft and Second Life

Full Report

http://www.theguardian.com/world/2013/dec/09/nsa-spies-online-games-world-warcraft-second-life

http://www.nytimes.com/2013/12/10/world/spies-dragnet-reaches-a-playing-field-of-elves-and-trolls.html?pagewanted=1&_r=1

 

World of Warcraft: the NSA described games communities as a 'target-rich network' where potential terrorists could 'hide in plain sight.

 

 

To the National Security Agency analyst writing a briefing to his superiors, the situation was clear: their current surveillance efforts were lacking something. The agency's impressive arsenal of cable taps and sophisticated hacking attacks was not enough. What it really needed was a horde of undercover Orcs.

That vision of spycraft sparked a concerted drive by the NSA and its UK sister agency GCHQ to infiltrate the massive communities playing online games, according to secret documents disclosed by whistleblower Edward Snowden.

 

The files were obtained by the Guardian and are being published on Monday in partnership with the New York Times and ProPublica.

The agencies, the documents show, have built mass-collection capabilities against the Xbox Live console network, which has more than 48 million players. Real-life agents have been deployed into virtual realms, from those Orc hordes in World of Warcraft to the human avatars of Second Life. There were attempts, too, to recruit potential informants from the games' tech-friendly users.

 

Online gaming is big business, attracting tens of millions of users worldwide who inhabit their digital worlds as make-believe characters, living and competing with the avatars of other players. What the intelligence agencies feared, however, was that among these clans of elves and goblins, terrorists were lurking.

 

The NSA document, written in 2008 and titled Exploiting Terrorist Use of Games & Virtual Environments, stressed the risk of leaving games communities under-monitored, describing them as a "target-rich communications network" where intelligence targets could "hide in plain sight".

But the documents contain no indication that the surveillance ever foiled any terrorist plots, nor is there any clear evidence that terror groups were using the virtual communities to communicate as the intelligence agencies predicte.

The operations raise concerns about the privacy of gamers.

 

 

At the request of GCHQ, the NSA had begun a deliberate effort to extract World of Warcraft metadata from their troves of intelligence, and trying to link "accounts, characters and guilds" to Islamic extremism and arms dealing efforts. A later memo noted that among the game's active subscribers were "telecom engineers, embassy drivers, scientists, the military and other intelligence agencies".

 

Meanwhile, the FBI, CIA, and the Defense Humint Service were all running human intelligence operations – undercover agents – within Second Life. In fact, so crowded were the virtual worlds with staff from the different agencies, that there was a need to try to "deconflict" their efforts – or, in other words, to make sure each agency wasn't just duplicating what the others were doing.

 

The Pentagon’s Special Operations Command in 2006 and 2007 worked with several foreign companies — including an obscure digital media business based in Prague — to build games that could be downloaded to mobile phones, according to people involved in the effort. They said the games, which were not identified as creations of the Pentagon, were then used as vehicles for intelligence agencies to collect information about the users.

 A group at the Palo Alto Research Center, for example, produced a government-funded study of World of Warcraft that found “younger players and male players preferring competitive, hack-and-slash activities, and older and female players preferring noncombat activities,” such as exploring the virtual world. A group from the nonprofit SRI International, meanwhile, found that players under age 18 often used all capital letters both in chat messages and in their avatar names.

 

The documents, obtained by The Guardian and shared with The New York Times and ProPublica, do not cite any counterterrorism successes from the effort. Former American intelligence officials, current and former gaming company employees and outside experts said in interviews that they knew of little evidence that terrorist groups viewed the games as havens to communicate and plot operations.

 

 

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