Spies Infiltrate a Fantasy Realm of Online Games - NYTimes.com - 0 views
www.nytimes.com/...field-of-elves-and-trolls.html
surveillance state NSA GCHQ NSA-targets online-games mobile-apps
![](/images/link.gif)
-
Not limiting their activities to the earthly realm, American and British spies have infiltrated the fantasy worlds of World of Warcraft and Second Life, conducting surveillance and scooping up data in the online games played by millions of people across the globe, according to newly disclosed classified documents.
-
Fearing that terrorist or criminal networks could use the games to communicate secretly, move money or plot attacks, the documents show, intelligence operatives have entered terrain populated by digital avatars that include elves, gnomes and supermodels. The spies have created make-believe characters to snoop and to try to recruit informers, while also collecting data and contents of communications between players, according to the documents, disclosed by the former National Security Agency contractor Edward J. Snowden. Because militants often rely on features common to video games — fake identities, voice and text chats, a way to conduct financial transactions — American and British intelligence agencies worried that they might be operating there, according to the papers.
-
Online games might seem innocuous, a top-secret 2008 N.S.A. document warned, but they had the potential to be a “target-rich communication network” allowing intelligence suspects “a way to hide in plain sight.” Virtual games “are an opportunity!” another 2008 N.S.A. document declared. But for all their enthusiasm — so many C.I.A., F.B.I. and Pentagon spies were hunting around in Second Life, the document noted, that a “deconfliction” group was needed to avoid collisions — the intelligence agencies may have inflated the threat. The documents, obtained by The Guardian and shared with The New York Times and ProPublica, do not cite any counterterrorism successes from the effort.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.
- ...5 more annotations...
-
In the 2008 N.S.A. document, titled “Exploiting Terrorist Use of Games & Virtual Environments,” the agency said that “terrorist target selectors” — which could be a computer’s Internet Protocol address or an email account — “have been found associated with Xbox Live, Second Life, World of Warcraft” and other games. But that document does not present evidence that terrorists were participating in the games. Still, the intelligence agencies found other benefits in infiltrating these online worlds. According to the minutes of a January 2009 meeting, GCHQ’s “network gaming exploitation team” had identified engineers, embassy drivers, scientists and other foreign intelligence operatives to be World of Warcraft players — potential targets for recruitment as agents.
-
The surveillance, which also included Microsoft’s Xbox Live, could raise privacy concerns. It is not clear exactly how the agencies got access to gamers’ data or communications, how many players may have been monitored or whether Americans’ communications or activities were captured. One American company, the maker of World of Warcraft, said that neither the N.S.A. nor its British counterpart, the Government Communications Headquarters, had gotten permission to gather intelligence in its game. Many players are Americans, who can be targeted for surveillance only with approval from the nation’s secret intelligence court. The spy agencies, though, face far fewer restrictions on collecting certain data or communications overseas.
-
“The Sigint Enterprise needs to begin taking action now to plan for collection, processing, presentation and analysis of these communications,” said one April 2008 N.S.A. document, referring to “signals intelligence.” The document added, “With a few exceptions, N.S.A. can’t even recognize the traffic,” meaning that the agency could not distinguish gaming data from other Internet traffic. By the end of 2008, according to one document, the British spy agency, known as GCHQ, had set up its “first operational deployment into Second Life” and had helped the police in London in cracking down on a crime ring that had moved into virtual worlds to sell stolen credit card information. The British spies running the effort, which was code-named Operation Galician, were aided by an informer using a digital avatar “who helpfully volunteered information on the target group’s latest activities.”
-
Even before the American government began spying in virtual worlds, the Pentagon had identified the potential intelligence value of video games. 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. Eager to cash in on the government’s growing interest in virtual worlds, several large private contractors have spent years pitching their services to American intelligence agencies. In one 66-page document from 2007, part of the cache released by Mr. Snowden, the contracting giant SAIC promoted its ability to support “intelligence collection in the game space,” and warned that online games could be used by militant groups to recruit followers and could provide “terrorist organizations with a powerful platform to reach core target audiences.”
-
In spring 2009, academics and defense contractors gathered at the Marriott at Washington Dulles International Airport to present proposals for a government study about how players’ behavior in a game like World of Warcraft might be linked to their real-world identities. “We were told it was highly likely that persons of interest were using virtual spaces to communicate or coordinate,” said Dmitri Williams, a professor at the University of Southern California who received grant money as part of the program. After the conference, both SAIC and Lockheed Martin won contracts worth several million dollars, administered by an office within the intelligence community that finances research projects.