Terrorists hiding in the virtual worlds
Security
authorities in different world countries are deeply concerned that terrorists
have gone into hiding in the virtual worlds and social networking sites to
elude a global massive hunt. Top sites such as Facebook and Twitter have gained
notoriety for providing safe environment
for Jihadists to pursue their terrorists activities. Concealing their
identities behind fake names, chief ideologists and leaders of terrorist groups
managed to brainwash large number of teenagers and young people across the
world. In addition to gaming console, social network sites are acting as
platforms for extremist preachers and as forums for radical discourse.
Worse,
online communications enhanced a direct operational role for
terrorist-related purposes, such as motivating prospective cadres to action, recruiting Jihadist
operatives and fighters; providing virtual training in tactical methods; and financing
terrorist activities.
The
growing threat of online Jihadists has prompted security authorities to break
the taboo, drawing up regulations or negotiating with makers of virtual worlds
to help launch online hunt for Jihadists and their sympathisers.
Manouvering
to escape from their hunters, Jihadists and their preachers sought terror-related
video games as extraordinary platforms to foment violence in the community of
teenagers and young people, whose population is estimated at tens of millions. However, children and teenagers are most vulnerable
to Jihadist ideology stuffed cryptically or directly in the video games.
Terror-related video games
attracted the attention of terrorists in September 2006 when al-Qaeda’s World
Islamic Media Front produced “Quest for Bush”,
whose goal is to fight American soldiers through six levels and
eventually kill the US President George W. Bush. “Quest for Bush”, a
modification of “Quest for Saddam”, was released by Petrilla Entertainment in
2003. “Quest
for Bush”, which highlights Al-Qaeda’s ultimate aim: the destruction of the
United States, also fuels the user’s hatred to the US. Accordingly, teenagers
and young people, who are embracing hostile attitude towards this country,
would be easily seduced to abandon their virtual world and plan real-life attacks
on US targets.
Also, Al-Qaeda released a video game simulating the
9/11 attack to stress to both its adversaries and its fighters that its threat
remains substantial, regardless of ceaseless air strikes by the US following
its invasion of Afghanistan in 2009.
In 2014, ISIS launched “Clanging
of the Swords”, a video game created to
raise the waning morale of their fighters after the group failed to realize
their pledge to establish the Muslim caliphate. The new environment was also
recommended after Jihadists planned infrequent attacks by individual fighters
on targets far off their strongholds to confuse the intelligence services. Jihadist
preachers and leaders have real fears that idle fighters deployed far off their
strongholds would rebel and flee their
training camp to tuck their heads under the cloaks of more powerful rival
groups. Accordingly, terror-related
video games are regarded as an environment, which helps fighters give vent to
their pent-up violent feeling.
“Clanging of the Swords” gives the user access to a
closed room and behead a man inside. The victim is wearing an orange outfit. In
addition to its violent message, “Clanging of the Swords” is fomenting hatred
to Shi’a. The game is also encouraging
the user to enjoy videos showing ISIS’s real-life beheading of its victims.
Entering the fray, the Lebanese resistance movement
Hezbollah produced a 3D video game branded as “the Holy Defence… Protection of
the Country and Sacred Sites”. Hezbollah’s video seeks to fuel the user’s spirit
of fighting. The video features sacred
sites, such as the Sayeda Zeinab Shrine in Damascus, which were destroyed
during the Syrian war. It is apparent that the [Shi’a] user(s) is encouraged to
fight Takferis (Jihadists) in revenge for the destruction of Shi’a holy sites.
Hezbollah’s video game stresses the importance of the
images of holy shrines in agitating its fighters and sympathisers to rise and
defend these places. It is apparent that Hezbollah imported the theme of
its video from the message of “Freedom Fighter”, a video game produced by the
United States to deepen its role as the guardian of global freedom and
democracy in the face of threats and terrorism represented by the old Soviet
Union.
“Call of Duty” is another agitating video game launched
by Western makers of the virtual worlds. The message the video is broadcasting encourages
the user(s) to seek violence in his/her defence to national interests and
goals. However, it remains unsubstantial whether fans of “Call of Duty” or
“Freedom Fighters” would give vent of their violence outside the virtual world.
On the other hand, to refute Western allegations
against their ideology, extremists produced video games featuring Muslims being
the victims of Western aggressors; and calling upon the user, irrespective of
his/her faith, to launch revenge counterattacks. The example is “Umma Defence”,
which features an exterritorial attack in 2114 to undermine the Muslim caliphate, which has been
established on the planet.
The video seeks to stir up the user’s enthusiasm to
defend the values of humanity and the innocents. In the meantime, its message
is that peace has been prevailing in the world under Islam. In other words, the
video’s misleading message is that founders [Jihadists] of the Muslim caliphate
on the planet are peace-makers and preachers. “Umma Defence” introduces
anti-Islam parties as aggressors trying to destroy a caliphate based on
religious foundations. By deepening
‘positive idea’ in the mind of the users, the video unveils the stage of
polarization. According to this stage, an anonymous ideologist communicates
with the user(s) to examine their qualifications
and potentials to transform the violence in the virtual world to reality.
Some users would feel elated that they are having a
dialogue with a Jihadist(s), whom powerful intelligence agencies failed
repeatedly to arrest.
‘Communication and Planning” is regarded as the most
dangerous stages video games are developing to launch terrorist attacks ‘safely’.
According to a report by techtimes.com, terrorists who took part in the horrific
attack in Paris on Nov. 13 may have used the Sony PlayStation 4 to recruit for
and plan the attacks. The report suggests that ISIS may be using the
PlayStation 4 system as a way to communicate. The Belgian interior minister confessed
to the difficulty of keeping close watch on and monitor users of gaming console
and communications going on there. The Belgian minister said regretfully that PlayStation
console was ideal ‘for those wanting to plan atrocities’.
The Belgian foreign minister in November in 2015
confessed that online chat rooms provided the maximum level of safety, which
frustrated efforts by Belgian intelligence agency and its foreign counterparts
to trace the terrorists. It is apparent
that the huge numbers of users are behind the enormous challenge facing
international intelligence agencies in this regard.
It must be said that the Jihadist would have the
opportunity to convey his violent message to the user(s) without having any
need to communicate. This happens when the two sides embrace identical ideology
and they underwent training on how to use gaming console cryptically.
Video
games would also help Jihadists develop new ideas for tactics of attack. This
is achieved when the users find it more interesting to exert more mental
efforts to handle higher levels and more sophisticated stages to win the prime
prize. It is known that entertainment companies are cooperating with security veterans
to create virtual worlds, which have striking similarities with the real life.
World’s
governments are constantly trying to upgrade their monitoring and surveillance
strategies to have access to the identity of notorious user(s) of video games to
abort their bids to intensify and expand their violent activities. It remains
unclear whether it is legitimate to protect the national security by
implementing regulations enhancing online hunt for Jihadists and extremists.
This is because makers of the virtual worlds remain reluctant to disclose the
names and the identities of users, otherwise intelligence agencies would abuse
the data. Providers of video games would be violating the terms of privacy if
they offered intelligence agencies access to the data and information in this
respect.
Facebook
has fallen foul of users and investors for its handling of personal data
following revelations in the UK that political research firm Cambridge
Analytica wrongly gained access to personal data of more than 50 million
people.
Nonetheless, ignoring the
makers of the virtual worlds, intelligence agencies have developed electronic
options to spy on the users. Documents leaked by CIA’s former agent Edward
Snowden in 2013 revealed that the US’s National Security Agency, in
collaboration with CIA, have had access to games like “World of Warcraft” and
“Second Life” to infiltrate virtual terrorist meet-ups. Snowden’s
documents also revealed that the CIA had created for its agents a special voice
system, which obstructs their bids to spy on each other.
Defending the privacy
of its users, the spokesman of Blizzard Entertainment, the maker of “Water
Craft” said that they had no idea whether the US intelligence agencies were
spying on their subscribers. The spokesperson’s denial should indicate that
makers of gaming consoles are constantly keen to develop privacy-protecting
programmes.
The raging dispute
over tight control of the virtual worlds will definitely subside when makers of
the virtual worlds willingly grant security agencies access to suspects there. In
the meantime, the security agencies should reciprocate by providing
substantiated information about suspects of terrorist groups. This positive
cooperation will save the security authorities much effort and cost to be spent
on launching their own rigs to monitor and track down suspects in the virtual
worlds.
It
must be said that a mutual confidence-building will help the creators of the
virtual worlds to overcome worries that their powerful partners, the
intelligence agencies, would abuse their joint cooperation by embedding a spy
unit to have an easy and unobstructed access to the data of the gamers.
Security veterans are warning that the absence of credibility will have a
negative impact on negotiations underway between the two sides to resist
terrorism.