The Cure is worse than the disease!
Even video games now are full of NSA, FBI, GCHQ and other government spooks
Sort of like "Hate" Websites with Police turning tricks as Hookers to get to ‘White Power Island’
Government agencies intent on finding “terrorists” under every virtual stone in online video games such as Second Life and World of Warcraft have really hit a new low. This line from the following article in today’s Financial Post really sums up what a joke it has all become: “So many C.I.A., F.B.I. and Pentagon spies were hunting around in Second Life, the document noted, that a ‘deconfliction’ group was needed to avoid collisions.”
It’s the exact same case with so-called “hate” on the Internet. Police, so-called human rights consultants, CSIS, “Anti-Racists”, Canadian Human Rights Commission employee’s and a host of government sponsored agents, have filled internet message boards and other online gathering points with so much “hate” that it is (according to their self-serving victim industry) out of control and requires extra-ordinary legal measures to stop.
Just as one example, take at look at the “hate” police of the Edmonton Police Service. They would dress up at night, and post an avalanche of hate material. Then during the day, they would pull out their shiny police badges and scream about how much online hate there is in Canada, and how the “hate cops” are so desperately needed ($$$) – the Edmonton Police even created special “hate” training for the Canadian Police Knowledge Network (talk about chutzpah!). Officer Stephen Camp of the Edmonton Police Service posted hundreds of online messages wherein he calls Jewish people “kikes”; Native Canadians “Red-skinned” “animals”; and Blacks “nogs” who “kill each other”.
Stephen Camp with his favorite after-hours Nazi Flag Collection
Read all about the Edmonton Police and their “anti”-hate unit at: http://www.edmontonpoliceservice.ca/
Canadian Police Pretend to be Hookers and turn tricks to get to “White Power Island” in Second Life Video Game
Spying on video games is certainly not unique to the NSA or GCHQ … it has happened in Canada also. In 2010, the National Post ran a front page article entitled “Tales from the hate crime underworld”. (National Post Feb 5, 2010, original not on NP website, but FD has a copy) which describes how ridiculous Canada’s “hate crimes” Keystone Cops really are. The article described a speech given by a ‘virtual hooker’ named Abbe Corb, whom the article describes as “Open Source Intelligence Operations Specialist”.
The speech by Ms Corb is priceless, and shows just how bloody nuts the “anti”-hate crimes units have really become. Here is verbatim what Joseph Brean reported in the National Post:
“The Island of the White Supremacists is not, as it might sound, a Survivor-style reality show in extraordinarily poor taste.
It is more like a private video game, set in an imaginary tropical paradise in the online virtual world of Second Life, where "Internet neo-Nazis" gather around a digital tiki bar "for planning and plotting recruitment efforts and gatherings," according to an Ontario government hate crime expert. […]
The expert's account of how she won a rare invitation to the island -- and the imaginary stripping and prostitution that helped pay her imaginary boat fare -- was a bizarre highlight of a legal conference on hate crimes this week in Toronto, attended by senior judges, Crowns and defense lawyers, chiefs of police and politicians.
Ms. Corb, who asked that her first name be withheld, is an Open Source Intelligence Operations Specialist for the Hate Crime Extremism Investigative Team, a joint effort of 13 Ontario police forces. "I act as an agent of the police," she said, but she is not an officer.
In her workshop presentation about online hate, she described how racist groups use social media, and she showed the Facebook pages of prominent Canadian hatemongers, noting how free they are with personal information.
She also showed video of a Second Life pole-dancer -- "I'm sorry if this offensive," she said -- to illustrate her anecdote about needing to raise Second Life play-money to pay for the ferry to the island, and turning first to stripping and then prostitution.
"I hooked a few times, turned my tricks, and I'm sorry to say I didn't make much money as a Second Life hooker," she said. "I'm not joking."
As with many otherwise intelligent adults who are baffled by new media, some people in the room did not seem to get it.
"What is illegal about Second Life?" asked one.”
Lets just pretend that “White Power Island” exists and it is packed full of the worst Nazi’s known to man, who spread the worst Nazi propaganda (and who aren’t cops or ‘human rights activists’). It is only illegal in Canada to PUBLICALLY promote so-called “hatred.” So why on earth are police acting like hookers and turning tricks to spy on people on “White Power Island” who are; at worst … promoting hatred in private to their own invitation-only island? Not a single Canadian has ever been arrested, nor prosecuted for posting “hate” speech in a private video game. Why the hell are we spending millions a year to pay for such things as police hookers who turn tricks online to investigate something that can never – and has never – been a crime in Canada? Welcome to Absurdastan!
Who is Abbe Corb?
There is a certain irony in the National Post article which states “[Abbe Corb] described how racist groups use social media, and she showed the Facebook pages of prominent Canadian hatemongers, noting how free they are with personal information.”
Abbe Corb; ‘Second Life’ Hooker
(Person Corb is with blurred out for privacy reasons)
NSA and U.K.’s GCHQ spied on World of Warcraft, Xbox Live gaming communities: report
Spies working for the National Security Agency and Britain’s Government Communications Headquarters have spent the past five years monitoring the communities of massively multiplayer online role-playing games fearful that terrorists would soon move their digital activities from the wider Internet and into virtual game worlds.
According to The New York Times, the two agencies reportedly established teams that infiltrated the game worlds of such titles as Blizzard Entertainment Inc.’s World of Warcraft franchise and the once-popular simulation game Second Life, as well as Microsoft’s Xbox Live multiplayer gaming network.
The belief was that terrorists might exploit the anonymity of player avatars and screen names, voice and video communication features, and online currencies found in many online games to plot in secret.
However, whether these efforts resulted in any meaningful counter-terrorism operations or intelligence gathering remains unclear.
The latest documents, obtained by The Guardian, and published Monday in partnership with The New York Times and ProPublica, are part of the trove of files leaked by former NSA contractor Edward Snowden earlier this year.
The NSA’s efforts appear to date back to at least 2008, when a document titled “Exploiting Terrorist Use of Games & Virtual Environments” was published, detailing efforts to link terrorists with users on Xbox Live, Second Life, World of Warcraft, and other unmentioned games.
The GCHQ had its own “network gaming exploitation team” that is said to have, at one point, established a virtual base of operations with Second Life. In fact, according to The New York Times, “So many C.I.A., F.B.I. and Pentagon spies were hunting around in Second Life, the document noted, that a ‘deconfliction’ group was needed to avoid collisions.”
But for all their efforts, there is nothing to indicate that such counterterrorism measures were successful, or that terrorists were, with certainty, in fact operating within targeted games. For example, one NSA document claims that the agency had identified players and guilds in World of Warcraft related to “Islamic extremist groups, nuclear proliferation and arms dealing” – but whether these players were indeed gaming in the interests of terrorism remains unclear.
See the full article on the Financial Posts website: http://business.financialpost.com/2013/12/09/u-s-and-britain-spy-agencies-targeted-communities-of-online-multiplayer-video-games-report/