World
of Spycraft: NSA and CIA Spied in Online Games
This story has been reported in partnership between The New York Times, the Guardianand ProPublica based on documents obtained by The Guardian.
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.
Takeaways: How Spy Agencies Operate In Virtual Worlds
GATHERING INTELLIGENCE: U.S. and British intelligence agencies — including the Central
Intelligence Agency, Defense intelligence agency and Britain’s Government
Communications Headquarters — have operated in virtual worlds and gaming communities to
snoop and try to recruit informants. For example, according to Snowden documents, the U.S. has
conducted spy operations in Second Life (pictured), where players create human
avatars to socialize, buy and sell goods and explore exotic virtual
destinations. (Second Life image via Linden Lab)
Online games might seem innocuous, a top-secret 2008 NSA 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 NSA document declared.
But for all their enthusiasm — so many CIA, FBI 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The documents do not cite any counterterrorism successes from the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.
(Transcript: What are intelligence agencies doing in virtual worlds?)
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 NSA 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.
"We are unaware of any surveillance taking place," said
a spokesman for Blizzard Entertainment, based in Irvine, Calif., which makes
World of Warcraft. "If it was, it would have been done without our
knowledge or permission."
A spokeswoman for Microsoft declined to comment. Philip Rosedale,
the founder of Second Life and a former chief executive officer of Linden Lab,
the game’s maker, declined to comment on the spying revelations. Current Linden
executives did not respond to requests for comment.
A Government Communications Headquarters spokesman would neither
confirm nor deny any involvement by that agency in gaming surveillance, but
said that its work is conducted under “a strict legal and policy framework”
with rigorous oversight. An NSA spokeswoman declined to comment.
Intelligence and law enforcement officials became interested in
games after some became enormously popular, drawing tens of millions of people
worldwide, from preteens to retirees. The games rely on lifelike graphics,
virtual currencies and the ability to speak to other players in real time. Some
gamers merge the virtual and real worlds by spending long hours playing andmaking close online
friends.
In World of Warcraft, players share the same fantasy universe —
walking around and killing computer-controlled monsters or the avatars of other
players, including elves, animals or creatures known as orcs. In Second Life,
players create customized human avatars that can resemble themselves or take on
other personas — supermodels and bodybuilders are popular — who can socialize,
buy and sell virtual goods, and go places like beaches, cities, art galleries
and strip clubs. In Microsoft’s Xbox Live service, subscribers connect online
in games that can involve activities like playing soccer or shooting at each
other in space.
According to American officials and documents that Mr. Snowden
provided to The Guardian, which shared them with The New York Times and
ProPublica, spy agencies grew worried that terrorist groups might take to the
virtual worlds to establish safe communications channels.
In 2007, as the NSA and other intelligence agencies were beginning
to explore virtual games, NSA officials met with the chief technology officer
for the manufacturer of Second Life, the San Francisco-based Linden Lab. The
executive, Cory Ondrejka, was a former Navy officer who had worked at the NSA
with a top-secret security clearance.
He visited the agency’s headquarters at Fort Meade, Md., in May
2007 to speak to staff members over a brown bag lunch, according to an internal
agency announcement. “Second Life has proven that virtual worlds of social
networking are a reality: come hear Cory tell you why!” said the announcement.
It added that virtual worlds gave the government the opportunity “to understand
the motivation, context and consequent behaviors of non-Americans through
observation, without leaving U.S. soil.”
Ondrejka, now the director of mobile engineering at Facebook, said
through a representative that the NSA presentation was similar to others he
gave in that period, and declined to comment further.
Even with spies already monitoring games, the NSA thought it
needed to step up the effort.
“The Sigint Enterprise needs to begin taking action now to plan
for collection, processing, presentation and analysis of these communications,”
said one April 2008 NSA document, referring to “signals intelligence.” The
document added, “With a few exceptions, NSA 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.”
Though the games might appear to be unregulated digital bazaars,
the companies running them reserve the right to police the communications of
players and store the chat dialogues in servers that can be searched later. The
transactions conducted with the virtual money common in the games, used in
World of Warcraft to buy weapons and potions to slay monsters, are also
monitored by the companies to prevent illicit financial dealings.
In the 2008 NSA 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.
At Menwith Hill, a Royal Air Force base in the Yorkshire
countryside that the NSA has long used as an outpost to intercept global
communications, American and British intelligence operatives started an effort
in 2008 to begin collecting data from World of Warcraft.
One NSA document said that the World of Warcraft monitoring
“continues to uncover potential Sigint value by identifying accounts,
characters and guilds related to Islamic extremist groups, nuclear proliferation
and arms dealing.” In other words, targets of interest appeared to be playing
the fantasy game, though the document does not indicate that they were doing so
for any nefarious purposes. A British document from later that year said that
GCHQ had “successfully been able to get the discussions between different game
players on Xbox Live.”
By 2009, the collection was extensive. One document says that
while GCHQ was testing its ability to spy on Second Life in real time, British
intelligence officers vacuumed up three days’ worth of Second Life chat,
instant message and financial transaction data, totaling 176,677 lines of data,
which included the content of the communications.
For their part, players have openly worried that the NSA might be
watching them.
In one World of Warcraft discussion
thread, begun just days after the first Snowden revelations appeared
in the news media in June, a human death knight with the user name “Crrassus”
asked whether the NSA might be reading game chat logs.
“If they ever read these forums,” wrote a goblin priest with the
user name “Diaya,” “they would realize they were wasting” their time.
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.
The SAIC
headquarters in McLean, Va., and the company's island in Second Life. (The
Meridian Group, SAIC)
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.”
It is unclear whether SAIC received a contract based on this
proposal, but one former SAIC employee said that the company at one point had a
lucrative contract with the CIA for work that included monitoring the Internet
for militant activity. An SAIC spokeswoman declined to comment.
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.
It is not clear how useful such research might be. 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.
Those involved in the project were told little by their government
patrons. According to Nick Yee, a Palo Alto researcher who worked on the
effort, “We were specifically asked not to speculate on the government’s
motivations and goals.”



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