Unseen Risks: A Comprehensive Analysis Reveals the Exploitation of Video Games for Propaganda and Recruitment by Extremists and Foreign Entities

by Santiago Fernandez
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Video Game Exploitation for Propaganda and Recruitment

According to a scholarly report from Lund University in Sweden, various groups, from extremist organizations to sovereign states, are increasingly leveraging video games for disseminating propaganda and recruitment. Although social media manipulation has garnered much attention, the role of the video game industry, with its vast global user base, has largely gone unnoticed. Notable instances range from historical exploitation by groups like Hezbollah to Russia’s contemporary use of gaming platforms in the context of the Ukrainian conflict. To mitigate these issues, specialists call for a cooperative approach involving both industry leaders and governmental bodies, all while safeguarding freedom of speech.

The recent study, conducted by the Psychological Defence Research Institute at Lund University in Sweden, notes that a diverse range of entities, including IS, Hezbollah, and Russia, have capitalized on the gaming sphere for various purposes, such as recruitment and the spread of propaganda, particularly during the ongoing Ukrainian crisis.

Since the 2016 U.S. Presidential election, numerous democratic governments have heightened their scrutiny of how digital platforms are exploited by foreign actors. However, the gaming sector, which engages billions worldwide, has been relatively overlooked. Supported by the Swedish Psychological Defence Agency, the Lund University study identified up to 40 security vulnerabilities in gaming platforms.

Jesper Falkheimer, Professor of Strategic Communication at Lund University and co-author of the study, expressed concern that the video game industry, a globally pervasive sector, has been substantially ignored by Western nations. The industry currently provides an accessible and captivating platform for propaganda and persuasive tactics employed by hostile states, organized crime groups, and extremist organizations.

Historical and Current Manipulative Tactics in Gaming

The researchers have cited numerous cases where video games have been utilized for recruitment by terrorist organizations since the early 2000s, including Hezbollah, Hamas, and Da’esh. For example, in 2003, a video game called Special Force was launched by Hezbollah’s Central Internet Bureau.

In recent times, video games have also been utilized in warfare propaganda, specifically in the ongoing conflict in Ukraine. Russia has reportedly used platforms like Roblox and Minecraft to disseminate information. Notably, a fictional Ukrainian MiG-29 pilot, dubbed the Ghost of Kyiv, garnered significant attention online although the footage was sourced from a 2013 video game called Digital Combat Simulator. Similarly, fact-checking has revealed that a video alleged to represent the Israel-Hamas conflict actually used footage from the game ARMA 3.

According to Falkheimer, the gaming industry lacks adequate policies and mechanisms to counter information influence campaigns. Moreover, there is a paucity of resources for researchers, journalists, and industry professionals to fully comprehend the extent of the exploitation of gaming platforms.

Recommendations for Securing the Gaming Industry

What measures can be adopted to secure an industry that serves as both an entertainment and communication platform for billions globally? The researchers argue that the video game industry could learn from the experiences and challenges faced by social media platforms, citing the EU Code of Practice on Disinformation as an example. Countermeasures should be developed through a collaborative dialogue among industry stakeholders, players, and governments, aiming to protect democratic societies from major threats.

Falkheimer concludes by emphasizing the paramount importance of preserving freedom of speech and expression, arguing that raising awareness is the crucial first step toward a transparent discussion on how to address this urgent issue.

Key Tactics Identified in the Study

  1. Reframing Reality: Includes the alteration or distortion of historical events, facts, or real-life situations, as well as the dehumanization through gamification of actual situations.
  2. Projecting Authority: Techniques such as censorship and self-censorship aligned with authoritarian values, data harvesting, and espionage.
  3. System Hacking and Phishing: Threat actors exploit cyber capabilities to access systems belonging to gamers, organizations, and the industry at large.
  4. Interactive Propaganda: Dissemination of both traditional and interactive propaganda via games, establishing relationships with players by forming in-game communities, and radicalization.
  5. Social Propaganda: Using gaming as a common cultural thread to introduce propaganda and exacerbate polarization and intolerance.
  6. Psychographic Targeting: Threat actors use harvested data to profile and understand individuals, groups, and market segments for various purposes.

Reference: “Malignant Foreign Interference and Information Influence on Video Game Platforms: Understanding the Adversarial Playbook” by James Pamment, Jesper Falkheimer, and Elsa Isaksson, published on 9 October 2023.

Frequently Asked Questions (FAQs) about Video Game Exploitation for Propaganda and Recruitment

What is the primary focus of the Lund University study on video games?

The primary focus of the Lund University study is to investigate how video games are being exploited for propaganda and recruitment purposes by various entities, ranging from extremist groups to sovereign states.

Who conducted the research and who backed it?

The research was conducted by the Psychological Defence Research Institute at Lund University in Sweden and is supported by the Swedish Psychological Defence Agency.

Why has the gaming sector been relatively overlooked in discussions about digital propaganda and recruitment?

The gaming sector has been relatively overlooked because the focus of most Western nations has largely been on social media platforms. The gaming industry, despite its global reach and billions of users, has not received the same level of scrutiny.

What are some historical examples of video games being used for propaganda or recruitment?

Historical examples include the use of video games by extremist organizations like Hezbollah, Hamas, and Da’esh for recruitment and propaganda purposes. One specific instance is the 2003 video game “Special Force,” released by Hezbollah’s Central Internet Bureau.

How are video games being used in the context of the current Ukraine conflict?

In the current Ukrainian conflict, Russia has reportedly used popular gaming platforms like Roblox and Minecraft to spread propaganda. Fictional narratives, like that of the Ghost of Kyiv, have also been disseminated, using footage from other games.

What recommendations do the researchers offer to address the exploitation of video games?

The researchers recommend a multi-stakeholder approach involving industry leaders, players, and governmental bodies. They suggest learning from the experiences and challenges faced by social media platforms and emphasize the need for safeguarding freedom of speech while devising any countermeasures.

What are the key tactics identified in the study?

The key tactics include reframing reality, projecting authority, hacking systems and phishing, interactive propaganda, social propaganda, and psychographic targeting.

How do the researchers suggest preserving freedom of speech while addressing these issues?

The researchers argue that freedom of speech and expression must be the foremost consideration in any discussion or countermeasures. They call for raising awareness as the first step toward an open and transparent discussion on how to address the issue.

What types of entities are exploiting video games, according to the study?

According to the study, a range of entities including extremist groups like IS and Hezbollah, as well as nation-states like Russia, are exploiting video games for various purposes such as propaganda dissemination and recruitment.

Who are the co-authors of this study?

The co-authors of the study are James Pamment, Jesper Falkheimer, and Elsa Isaksson, and it was published on 9 October 2023.

More about Video Game Exploitation for Propaganda and Recruitment

  • Lund University Study on Video Game Exploitation
  • Swedish Psychological Defence Agency
  • EU Code of Practice on Disinformation
  • Historical Example: Hezbollah’s Special Force Game
  • Fact-checking the Ghost of Kyiv Story
  • Cybersecurity Vulnerabilities in Gaming
  • Freedom of Speech in Digital Platforms
  • Extremist Groups and Digital Recruitment

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7 comments

Tom Jefferson October 27, 2023 - 10:47 am

The six tactics are a serious wake up call. Espionage, censorship, hacking. Sounds like a spy movie but its real and its here.

Reply
Linda Green October 27, 2023 - 7:23 pm

Important article, but also frightening. Freedom of speech is important, but where do we draw the line?

Reply
Emily Johnson October 28, 2023 - 12:12 am

This is seriously concerning. I hope the gaming industry steps up its game. Pun intended, but really, this needs immediate attention.

Reply
Mike O'Brien October 28, 2023 - 2:50 am

so basically, nothing’s safe anymore. not even games. Great, what’s next? They gonna start using cooking apps for propaganda too?

Reply
John Doe October 28, 2023 - 3:53 am

Wow, this is eye-opening. Never really thought about how games could be used this way. Makes you wonder what else is going on that we dont know about.

Reply
Sarah Williams October 28, 2023 - 5:28 am

I’m not surprised honestly. Social media has been a hotbed for this kinda stuff, so why not games. They got a global audience after all.

Reply
Robert Smith October 28, 2023 - 5:42 am

Im a bit skeptical. The report is from Lund Univ in Sweden, not exactly a superpower in the geopolitical game. How accurate is this stuff, really?

Reply

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