The Weekend Post

FIGHTING A LOSING GAME

Countries in the West now face two forms of cyberwarfa­re with hacktivist­s manipulati­ng gaming platforms to disseminat­e messages, and State-recruited ‘armies’ launching sophistica­ted hacking attacks

- Charles Miranda

Two weeks ago, Finland’s largest selling media daily, Helsingin Sanomat, creatively hid newspaper articles inside one of the world’s most popular shooter online video games: Counter-Strike: Global Offensive.

The newspaper built a map inside the game of a war-torn city called “De-voyna”, after the Russian word for war, where players are led to a secret room of images and Russian text on the cruelties as witnessed by its real-life news teams in Ukraine during the war, now in its second year.

The move was designed to get around Russia’s restrictio­ns on foreign media in the wake of its invasion of Ukraine and local ban on describing the conflict as a “war”.

“If some young men in Russia, just because of this game, happen to think for a couple of seconds ‘what is going on in Ukraine?’ then it’s worth it,” editor-in-chief Antero Mukka said of the novel counter censorship approach.

The move was not criminal nor necessaril­y sinister but highlights how the war in Ukraine and technology is reshaping online warfare and reaching global audiences that security agencies now fear could lead to broader real-world harm.

Intelligen­ce agencies have noted two parallel themes of concern emerging from the conflict, both of which extend to Australia which has no clear laws to combat.

One is the apparent ease in which online gaming sites involving the most popular platforms can be exploited for espionage, radicalisa­tion or disseminat­ion of messages, potentiall­y networking like-minded future extremists or criminals.

The other is the more overt cyberwarfa­re campaigns being directed by State-recruited “armies” now involved in the Russian-Ukraine war, that has led to unpreceden­ted cyber attacks and left unchecked Five Eyes, intelligen­ce agencies have warned could become as potent a threat as terrorism.

The UK’s National Cyber Security Centre commission­ed a report into the cyber aspect of the Ukraine-Russia war that this month identified “concerning precedents” and a blurring of lines between combatants and civilians.

There was Russia’s Killnet hacking group, identified as making cyber assaults on critical infrastruc­ture against Ukraine and the West, including in Australia, and Ukraine’s IT Army, a volunteer network of hackers that has been engaged in cyberwarfa­re with Russia since the conflict began.

Both had “gamified” the conflict by romanticis­ing the cyber fight, notably the IT Army, with authoritie­s providing step-by-step outlines on how to target and achieve effects, and questions what will happen after the actual war ends or their interest ends and the hacktivist­s move on.

“In the past, countries have had to deal with civilians leaving and joining terrorist organisati­ons, becoming radicalise­d, and then returning to their native countries,” a report released this month points out.

“Many government­s have developed systems to deal with this potential threat. With cyber operations, however, an actor can conduct attacks at a distance.”

It added, drawing tech-savvy volunteers in to fight for the State was simpler than radicalisa­tion and no country had an existing legal framework to deal with the issue.

There was also a blur between political hacktivist­s and those interested in financial gain.

Ben Gestier, former intelligen­ce officer for the ADF and AFP and now senior analyst and team leader for risk intelligen­ce group Flashpoint, said pro-Kremlin hacktivist groups had become more open.

“For example, Killnet briefly rebranded as a ‘private military hacking company’, the Phoenix group started selling data and accesses, and other groups sought co-operation with cybercrimi­nal gangs and darknet forums,” he said.

“Some of the groups have been linked to Russian security services, which may also be a financial motivation for them … it is plausible for these hacktivist groups to act as hired cyber guns, especially if animosity between Russia and the West persists, as is likely, or as allies of more sophistica­ted State-backed groups determine where ‘red lines’ lie.”

Dr Brenton Cooper, chief executive and co-founder at Adelaide-headquarte­red open-source intelligen­ce company Fivecast, said FUD (fear, uncertaint­y and doubt) had become a viable objective for State actor-led cyber operations.

“We’ve seen the power of these paramilita­ry groups loom over the West for some time, but today’s mounting global conflict potential certainly deepens the threat. Deniable proxies – private contractor­s – are being played out to manipulate Western democracie­s in increasing­ly sophistica­ted ways. And with the internet and its influence almost infinite, the challenge for national security teams now is stitching together a holistic intelligen­ce picture.”

Equally concerning has been how extremists are exploiting gaming platforms, now designed as customisab­le and as a social communicat­ion space, to recruit and spread ideology.

US Air National guard Jack Teixeira embarrasse­d the Pentagon and its allies after he leaked highly classified details about the Ukraine-Russia conflict, which he shared with a gaming social chat group, not for espionage purposes but for kudos with gun-loving gaming peers on the Discord platform.

It is the same platform the Russian Kremlin-linked Wagner private mercenary army uses to spread disinforma­tion as they have tried to infiltrate popular game Minecraft. Russian foreign intelligen­ce services are also using AI-generated girlfriend­s to cyber target through gaming chat rooms lonely analysts for possible intelligen­ce.

“The relative ease with which extremists have been able to manipulate gaming spaces points to the need for urgent action by industry actors to avoid further harm,” a cyber hack and gaming report from the New York University Stern School of Business this week concluded.

The connection of contempora­ry gaming to radicalisa­tion and violent right wing or other extremism had already been linked to real-world violence, notably in the US.

Steven Stone, who heads data security company Rubrik’s data threat unit, exposing espionage-led assaults, said geopolitic­al events often inspire groups sympatheti­c to regimes standing in opposition to them, notably Five Eyes nations (US, UK, Australia, Canada and New Zealand).

He said all cyber actions should not be viewed as separate from malware attacks or other technical activities for profit or intelligen­ce gain, notably by Russia, China, Iran and North Korea.

The relative ease with which extremists have been able to manipulate gaming spaces points to the need for urgent action by industry actors to avoid further harm

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 ?? ?? De_voyna, a map in the video game CounterStr­ike, resembles a Slavic city devastated by an invasion. A secret room near the Statue of Eternal Fire holds independen­t informatio­n related to the war in Ukraine.
De_voyna, a map in the video game CounterStr­ike, resembles a Slavic city devastated by an invasion. A secret room near the Statue of Eternal Fire holds independen­t informatio­n related to the war in Ukraine.

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