Revelations about some of the NSA's mind-numbingly massive surveillance operations have been trickling out for months now. We've learned of cell phone tracking and collection of cellphone metadata, tracking of internet usage, of back doors inserted into programs holding confidential details, thus putting both commercial and private users at risk, not to mention the agency's avowal that its mission is to collect "everything" about everybody. Today's revelation, though, is a real head-scratcher, though I suppose it falls under the collect everything about everybody rubric: the NSA and other intelligence agencies has been spending who knows how much on infiltrating Xbox games and Second Life. Here's a bit of 
The Guardian's 
introduction to the revelation:
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".
The New York Times dryly noted:
The documents do not cite any counterterrorism successes from the 
effort, and 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.
Games “are built and operated by companies looking to make money, so 
the players’ identity and activity is tracked,” said Peter W. Singer of 
the Brookings Institution, an author of “Cybersecurity and Cyberwar: 
What Everyone Needs to Know.” “For terror groups looking to keep their 
communications secret, there are far more effective and easier ways to 
do so than putting on a troll avatar.”
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 whole thing sounds like a scheme generated by employees who brainstormed a way to get paid for spending all the working hours playing games, don't you think? I mean, consider this passage in the 
 Guardian article:
One problem the paper's unnamed author and others in the agency faced
 in making their case – and avoiding suspicion that their goal was 
merely to play computer games at work without getting fired – was the 
difficulty of proving terrorists were even thinking about using games to
 communicate.
A 2007 invitation to a secret internal briefing 
noted "terrorists use online games – but perhaps not for their 
amusement. They are suspected of using them to communicate secretly and 
to transfer funds." But the agencies had no evidence to support their 
suspicions.
The same still seemed to hold true a year later, 
albeit with a measure of progress: games data that had been found in 
connection with internet protocol addresses, email addresses and similar
 information linked to terrorist groups.
"Al-Qaida terrorist 
target selectors and … have been found associated with Xbox Live, Second
 Life, World of Warcraft, and other GVEs [games and virtual 
environments]," the document notes. "Other targets include Chinese 
hackers, an Iranian nuclear scientist, Hizballah, and Hamas members."
However,
 that information was not enough to show terrorists are hiding out as 
pixels to discuss their next plot. Such data could merely mean someone 
else in an internet cafe was gaming, or a shared computer had previously
 been used to play games.
 Despite the lack of evidence that terrorists were using gaming for nefarious ends, it turns out that so many intelligence agencies were involved in infiltrating virtual environments that they actually had to hold meetings to reveal to one another which avatars belonged to infiltrators:
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.
Eventually the NSA started worrying about the content of the games they were monitoring. (Isn't that always the way?)  Here's 
The Guardian: "Much like the pressure groups that worry about the effect of computer 
games on the minds of children, the NSA expressed concerns  that games 
could be used to "reinforce prejudices and cultural stereotypes", noting
 that Hezbollah had produced a game called Special Forces 2." Turns out that the US Army has done the same thing. What's next, do you think? An NSA-generated game in which an NSA agent saves the world because the NSA has vacuumed up everything about everybody? Anyway, I figure this particular revelation can only help recruitment efforts at the NSA's Gaming Monitoring Division. Aren't unlimited "black" budgets a wonderful thing? Why bother with funding the things that make a population strong and thriving (good education for all, decent housing for all, medical care for all, healthful food for all) when you have so much money to blow that you can even afford to allocate some of it to looking for terrorists spending their off-hours playing games? How I love living in the future!
 
No comments:
Post a Comment