online gaming Archives | FedScoop https://fedscoop.com/tag/online-gaming/ FedScoop delivers up-to-the-minute breaking government tech news and is the government IT community's platform for education and collaboration through news, events, radio and TV. FedScoop engages top leaders from the White House, federal agencies, academia and the tech industry both online and in person to discuss ways technology can improve government, and to exchange best practices and identify how to achieve common goals. Thu, 29 Feb 2024 21:02:31 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.4 https://fedscoop.com/wp-content/uploads/sites/5/2023/01/cropped-fs_favicon-3.png?w=32 online gaming Archives | FedScoop https://fedscoop.com/tag/online-gaming/ 32 32 FBI, DHS lack information-sharing strategies for domestic extremist threats online, GAO says https://fedscoop.com/fbi-dhs-domestic-extremist-violent-threats-social-media-gaming/ Thu, 29 Feb 2024 21:02:31 +0000 https://fedscoop.com/?p=76255 A new watchdog report finds that an absence of “strategy or goals” from the agencies in how they engage with social media and gaming companies on violent threats calls into question the effectiveness of their communications with those platforms.

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The FBI and Department of Homeland Security’s information-sharing efforts on domestic extremist threats with social media and gaming companies lack an overarching strategy, a Government Accountability Office report found, raising questions about the effectiveness of the agencies’ communications to address violent warnings online.

In response to the proliferation in recent years of content on social media and gaming platforms that promote domestic violent extremism, the FBI and DHS have taken steps to increase the flow of information with those platforms. But “without a strategy or goals, the agencies may not be fully aware of how effective their communications are with companies, or how effectively their information-sharing mechanisms serve the agencies’ overall missions,” the GAO said.

For its report, the GAO requested interviews with 10 social media and gaming companies whose platforms were connected most frequently with domestic violent extremism terms, per article and report searches. Discord, Reddit and Roblox agreed to participate, as did a social media company and a game publisher, both of which asked to remain anonymous.

The platforms reported using a variety of measures to identify content that promotes domestic violent extremism, including machine learning tools to flag posts for review or automatic removal, reporting by users and trusted flaggers, reviews by human trust and safety teams, and design elements that discourage users from committing violations.

Once those companies have identified a violent threat, there are reporting mechanisms in place with both DHS and the FBI. “However, neither agency has a cohesive strategy that encompasses these mechanisms, nor overarching goals for its information-sharing efforts with companies about online content that promotes domestic violent extremism,” the GAO noted.

The agencies are engaged in multiple other efforts to stem the tide of domestic extremist threat content. The FBI, for example, is a participant in the Global Internet Forum to Counter Terrorism, and in the United Nations’ Tech Against Terrorism initiative. The agency also employs a program manager dedicated to communications with social media companies, conducts yearly meetings with private sector partners and operates the National Threat Operations Center, a centralized entity that processes tips.

DHS, meanwhile, has participated in a variety of non-governmental organizations aimed at bolstering information-sharing, in addition to providing briefings to social media and gaming companies through the agency’s Office of Intelligence and Analysis. 

There are also joint FBI-DHS efforts in progress, including the issuing of products tied to the online threat landscape, and a partnership in which the FBI delivers briefings, conducts webinars and distributes informational materials on various threats to Domestic Security Alliance Council member companies. 

Though the FBI and DHS are clearly engaged in myriad efforts to stem domestic extremist violent threats made on social media and gaming platforms, the GAO noted that implementing strategies and setting specific goals should be considered “a best practice” across agencies.

With that in mind, the GAO recommended that the FBI director and the I&A undersecretary both develop a strategy and goals for information-sharing on domestic violent extremism with social media and gaming companies. DHS said it expects to complete the strategy by June.

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Three things you probably didn’t know about the high-tech future of national security https://fedscoop.com/three-things-probably-didnt-know-high-tech-future-national-security/ https://fedscoop.com/three-things-probably-didnt-know-high-tech-future-national-security/#respond Sat, 10 Jan 2015 10:48:21 +0000 http://ec2-23-22-244-224.compute-1.amazonaws.com/departments/three-things-you-probably-didnt-know-about-the-high-tech-future-of-national-security/ Virtual gamers everywhere went into a real-world panic last year when they learned the National Security Agency was monitoring participants in World of Warcraft and Second Life, two popular online fantasy games played by millions around the world. But spying on real people as they role play in virtual worlds shouldn’t come as such a […]

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Virtual gamers everywhere went into a real-world panic last year when they learned the National Security Agency was monitoring participants in World of Warcraft and Second Life, two popular online fantasy games played by millions around the world.

But spying on real people as they role play in virtual worlds shouldn’t come as such a surprise when you consider the alternate high-tech futures envisioned in a study commissioned in 2008 by the Office of the Director of National Intelligence. That study, “3-D Cyberspace Spillover: where virtual worlds get real,” offered a scary look at the potential future blending of real people and real threats with the online world.

The 142-page confidential study, written by a mix of government and nongovernmental experts, was developed as part of the DNI’s Summer Hard Problem program, known as SHARP, and does not represent the official position of DNI. It was obtained through a Freedom of Information Act request by Steven Aftergood of the Federation of American Scientists and posted Jan. 8 on FAS’ Project on Government Secrecy website.

But what’s really amazing about the document is that it represents the views of a group of real people — intelligence and security experts from the government and academia. Somewhere, there are serious people who think the following could happen.

Virtual immortality

Osama bin Laden could achieve virtual immortality through an avatar that will use recordings of the dead terrorist’s voice to preach, recruit and propagate radical dogma. “The Bin Ladin avatar could preach and issue new fatwas for hundreds of years to come, as the fidelity of his likeness would be entirely believable and animated in new ways to keep him current and fresh,” the report states.

Virtual dictatorship

China may one day control the software that runs the dominant virtual world used for commerce, communication, entertainment and education, and as a result, could spread its authoritarian-friendly technologies around the world. The U.S. would not be immune to this.

Virtual inspire

iGlasses (eyeglasses equipped with microprocessors, GPS, wireless communications, and graphic displays) would enable the delivery of custom advertising messages to individual wearers as they look at billboards and other signage. But this technology could be abused, according to the report. “Jihadist sympathizers could gather on the Capital Mall wearing iGlasses as they conduct a virtual meeting that overlays an avatar of Osama bin Laden on the real world steps of the Lincoln Memorial. Their reality, their world, their hate — all reinforced with the blending of the virtual and real worlds, with Reality+ overlays.”

But before you get too concerned about the dystopian future envisioned in the report, keep in mind the authors also mention Barbie Girls and Club Penguin — online forums for children — as examples of “quickly growing” virtual worlds.

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