It's a fairly common occurrence, you're sitting around playing some World of Warcraft, you might be grinding for gear in an instance, or maybe just questing your way to level 70, when suddenly you see a suspicious character nearby on the map. His behavior is odd, erratic, shifty perhaps. Initially you think he's a gold farmer, his actions merely scripted by countless hours of repetitive motions, but then another possibility surfaces. Maybe this is a terrorist, clothed in the guise of a Horde character, but behind his beady, computer-animated eyes lies the mind of a madman, silently planning nefarious acts with his guildmate cohorts...
Or at least, that's apparently what some people think.
According to a presentation at the Summer Hard Problems (SHARP) workshop by Dr. Dwight Toavs of the National Defense University, the menacing figure to the left could very well be a terrorist using the virtual landscape of World of Warcraft to meet up with his co-conspirators and plan attacks in the real world.
Have you seen a character matching the description of this known henchman to the left? Then you, too, may have been just pixels away from terrorist activity, and never known about it...
For the past year or so research and interest in virtual worlds has been increasing, with a number of large companies jumping in to the mix. Corporate interest has primarily been about marketing, and potentially about information dissemination, even as an internal tool. This interest in virtual worlds, such as Second Life and World of Warcraft, also increased interest in the military arena as a tactical tool. With games like Second Life, and especially like the Battlefield 2: Project Reality Mod, that model real-world environments, using inexpensive video games as a method of tactical and strategic training seems to be a win-win.
As the interest in virtual worlds has increased, so have the questions about security in these worlds. What if people are using these distributed virtual environments to plan illegal activities, and if it is happening, what is the best way to monitor or stop it? Does the problem sound familiar? It should, it's been the problem since law enforcement realized that there's a massive global distributed information network with no real authentication that anyone can join and use to talk to anyone else.
It's called the Internet, and while it may just be a series of tubes, it's a pretty efficient tool for planning your next event. Whether it's dinner Wednesday night, a party this weekend or a terrorist attack, the Internet is a perfect tool for distributed planning. As the network grows and more resources are added (Google Maps for satellite imagery, Flickr for detailed photos of an area, digitized libraries for documents, etc.) the easier it becomes to plan any activity in great detail.
So what's the difference between virtual worlds as a communication medium for terrorism and all the other previous worries? Novelty, and nothing more. Virtual worlds as a platform for terrorist planning is incredibly unlikely for various reasons. The same worries have come up with every new Internet technology: free webmail, instant messaging, message boards, blogs, and the list goes on. There are a thousand ways to communicate information anonymously over the Internet and, if you've already got a code worked out ahead of time, almost no way to detect a signal within all the noise. Even assuming a government/law enforcement agency could monitor every Internet communication, there's not even a probable way to know that "I passed my test" on someone's Facebook account isn't code for "The attack is to go as planned".
The Case Against Virtual World Terrorism
But that isn't even the best reason. The real reason that terrorists wouldn't use World of Warcraft as a method of planning an attack is that there are better, easier ways to communicate globally and securely, without worry of the government eavesdropping on you. They already exist, are already in use, and we've been developing new and better ways of doing it for the past 50 years.
Modern digital encryption has been advancing by leaps and bounds since World War 2, it's now all over the place, freely available for download and use from various sites on the Internet. Commercial versions of software such as PGP (and free alternatives, such as GPG) provide disk and email encryption for the masses. The advent of public key infrastructure allows completely secure communication, without exchanging any kind of information beforehand, with complete strangers right out of the box. Encryption algorithms are studied by experts for years, in some cases, to try and find weaknesses and create attacks against them.
In some cases, encryption is built transparently into newer applications. Instant messaging clients like Pidgin (available for Linux and Windows) and Adium (for Mac OSX) come with encryption software already installed. In Pidgin's software a single click will request an OTR (Off The Record) session with another user. The software handles the creation and exchange of all keys and, from that point on, your conversation is encrypted and secure. Even more transparent is Adium, which will automatically encrypt your conversations as long as both users have software that handles encryption. You might be encrypting your instant message conversations and never even know.
But what does it all mean? There are methods of secure communication that are considerably easier, and allow you to leave no trace of communication behind. These methods are free and readily available. If your goal was to have secure communications, what possible reason would you have for opting for a less secure, more complicated solution, such as planning an attack on a public server, run by an American corporation, where you have no idea who might be listening? To make it even worse, World of Warcraft requires a subscription fee, which means that somewhere there is a financial trail to follow. Sure you might use a stolen credit card, or pay cash for a one-time use credit card, but that still generates a trail for someone to follow. Why take the risk?
Comparison
There are 2 methods that could easily be used for secure communications, so let's compare them and see how they stack up to using a virtual world for the same thing. For this comparison, let's say that two parties want to have a private conversation and also transfer files to one another (possibly some maps) and they don't want anyone to be able to read their conversation or know the contents of their files.
Method 1: Encrypted IM (using Pidgin's OTR or Adium)
Pros:
- Encryption is done using PKI, so no exchange of keys is needed
- Supports encrypting communication and files
- Software is free, all you need is an Internet connection
- No way of determining the content of the conversation from listening to the traffic
Cons:
- Government may be able to crack the encryption (no way to know for sure)
- A rootkit on your computer will reveal your conversation
Ease of Use: Falling Down Stairs
Any method that uses encryption has the potential that a government agency may have a backdoor in the algorithm, or may have the ability to crack the encryption. It seems fairly unlikely that it's possible, but to be fair, there's no real way to know. Of course, your only other options are writing your own encryption algorithm that you know doesn't have a backdoor (you don't have enough PhDs to do this) or transmitting without encryption.
Method 2: Encrypted Email with PGP or GPG
Pros:
- Encryption is done using PKI
- Supports encrypting communication and files
- Software is free and integrates with mail client
- No way of determining the content of the conversation from listening to traffic
Cons:
- A rootkit on your computer can reveal your conversation
- PKI key exchange is handled more manually, which makes it slightly more difficult
Ease of Use: Making microwavable popcorn (in some cases the microwave will have a short in the wire, though)
Same comment as above, with regards to encryption. And, as a side note, a rootkit installed on a computer will reveal half of the conversation (all the things that you type) but wouldn't, necessarily, reveal the entire conversation.
Method 3: World of Warcraft
Pros:
- Large player base may make it difficult to track individual actions or conversations
Cons:
- All communication is sent in cleartext
- You have no idea what happens to those conversations once they hit the owner's servers
- You must have codewords agreed on before getting into the world (so you can pass messages without being flagged by other players or admins)
- You have no idea who else is listening to your conversations
- There is no support for sending files of any kind, so all other information has to be sent outside the game
- Requires monthly payment, which might create a financial trail to follow
Ease of Use: Boiling an Egg (slight learning curve)
Addictiveness of Communication Medium: Crack mixed with Black Tar Heroin cut with lines of Ecstacy
There are so many gaps in knowledge about communicating in a virtual world I wouldn't communicate about a kid's soccer game on WoW because I have no idea who might be listening in, let alone something actually important. Plus, as you can see from the comparison, the overall addictiveness of WoW really dilutes it's usefulness as a serious communication tool. You can't be out destroying things if your guild is doing another run this weekend and you really need that epic armor!
But, in short, terrorists are, by definition, individuals that are attempting to break the law and cause harm to individuals. It is in their best interest to keep their communications as private, and deniable, as possible. It goes completely against those principles to use a public game to try and communicate about an illegal activity.
Return to your games, citizens, you're safe from terrorists there.
