Al-Jazeera http://america.aljazeera.com/articles/2013/12/9/world-of-warcraftnsagchq.html
The Gaurdian http://www.theguardian.com/world/2013/dec/09/nsa-spies-online-games-world-warcraft-second-life
The New York Times http://www.nytimes.com/2013/12/10/world/spies-dragnet-reaches-a-playing-field-of-elves-and-trolls.html?hp
ProPublica http://www.propublica.org/article/world-of-spycraft-intelligence-agencies-spied-in-online-games
Daily Show http://www.youtube.com/watch?v=8R0rGEWzW7U
This is my favorite line from the report:
"Given that gaming consoles often include voice headsets, video cameras, and other identifiers, the potential for joining together biometric information with activities was also an exciting one."-Al Jazeera
The ***** GCHQ are ***** bug abusers. At the very least they could have played the games without 'sploits. ***** Cheating Brits.

"According to the document, GCHQ had already made a "vigorous effort" to exploit games, including "exploitation modules" against Xbox Live and World of Warcraft."-The Guardian
"...noting that Hezbollah had produced a game called Special Forces 2."-The Guardian
Holy ****, Hezbollah's got some mad game Dev skills. Check out this game the NSA tried to hack which is developed and owned by Hezbollah.

http://www.youtube.com/watch?v=zxdcj37_ndQ
http://www.youtube.com/watch?v=W7b2MGvPzIo
Only 10 bucks and you get to go up against actual Hezbollah trainees.
http://soldierfront2.aeriagames.com/
"In spring 2009, academics and defense contractors gathered at the Marriott at Washington Dulles International Airport to present proposals for a government study about how players’ behavior in a game like World of Warcraft might be linked to their real-world identities. After the conference, both SAIC and Lockheed Martin won contracts worth several million dollars, administered by an office within the intelligence community that finances research projects.
It is not clear how useful such research might be. A group at the Palo Alto Research Center, for example, produced a government-funded study of World of Warcraft that found “younger players and male players preferring competitive, hack-and-slash activities, and older and female players preferring noncombat activities,” such as exploring the virtual world. A group from the nonprofit SRI International, meanwhile, found that players under age 18 often used all capital letters both in chat messages and in their avatar names."-NYT
Behavioral Online Gamer Studies.
I wonder what they thought of the Chief.

"The spies have created make-believe characters to snoop and to try to recruit informers, while also collecting data and contents of communications between players"-ProPublica
http://forum.salemthegame.com/viewforum.php?f=8
“Second Life has proven that virtual worlds of social networking are a reality. It added that virtual worlds gave the government the opportunity “to understand the motivation, context and consequent behaviors of non-Americans through observation, without leaving U.S. soil.”-ProPublica
I knew there was a reason I hated ''Second Life'.