NSA, CIA en UK luistern ingame voice chats af

RDJ134 9 december 2013 om 17:20 uur

De beetput van spionage is weer een stukje verder open gegaan, want vandaag is bekend geworden dat de Engelse en Amerikaanse inlichtingen diensten massaal ingame chats van World of Warcraft, Second Life, Minecraft en Xbox Live. Voor al het laatste is vrij verontrustend aangezien je met de Xbox One de Kinect 2.0 aangesloten MOET hebben om de console te laten functioneren en in de praktijk dus een overheids dienst even in 1080P kan meer loeren in je woonkamer, onder het mom van terrorisme bestrijding.


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 and making close online friends.

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