The World of Holy Warcraft

How al Qaeda is using online game theory to recruit the masses.

BY JARRET BRACHMAN, ALIX LEVINE | APRIL 13, 2011

In December 2004, a frequent online commenter who had reached "administrator" level on his favorite chat site admitted that he was getting fed up with his online life. In his 19,938th comment on the forum, he wrote that his wife had grown impatient with how much time he spent online, he was sick of the verbal assaults from other posters, and despite being just a few posts away from the 20,000 mark, he was throwing in the towel.

"Seriously, i am tired," he wrote. "Looking at that number [of posts] just reminded me of how much time i am online my wife will love me for it, she says i spend too much time here."

He did not, however, stick to his resolution. Seven years later, this same user continues participating as a senior administrator on the same forum, where he has now posted an astonishing 63,000 posts. The forum measures "rep power," a way of rating users based on the quality of their posts, and his rep power is at 50, whereas most other users score in the teens. He's also started using the chat software Paltalk and Skype to reach out, hosting live forums.

The user's online handle is Abumubarak, and the forum where he spends hours at a time is not a gaming site or a forum about celebrity gossip, but one of the dozens of hard-line Islamist sites where commenters post news articles, terrorist propaganda, and their own opinions on the subject of jihad. And more than a few of the commenters have gone from online jihad to the real thing: The majority of Westerners following a radical interpretation of Islam who have been arrested on terrorism charges have either been active in the hard-line forums or in possession of extremist materials downloaded from the web.

The counterterrorism community has spent years trying to determine why so many people are engaged in online jihadi communities in such a meaningful way. After all, the life of an online administrator for a hard-line Islamist forum is not as exciting as one might expect. You don't get paid, and you spend most of your time posting links and videos, commenting on other people's links and videos, and then commenting on other people's comments. So why do people like Abumubarak spend weeks and months and years of their time doing it? Explanations from scholars have ranged from the inherently compulsive and violent quality of Islam to the psychology of terrorists.

But no one seems to have noticed that the fervor of online jihadists is actually quite similar to the fervor of any other online group. The online world of Islamic extremists, like all the other worlds of the Internet, operates on a subtly psychological level that does a brilliant job at keeping people like Abumubarak clicking and posting away -- and amassing all the rankings, scores, badges, and levels to prove it. Like virtually every other popular online social space, the social space of online jihadists has become "gamified," a term used to describe game-like attributes applied to non-game activities. It turns out that what drives online jihadists is pretty much exactly what drives Internet trolls, airline ticket consumers, and World of Warcraft players: competition.

Gamification started out as a corporate buzzword, meaning any attempt to ensure brand loyalty and engagement through applying gaming principles. It doesn't mean turning something into a game, but rather allowing users to gain status-based awards and reputation, earn meaningful badges, compete with others, use avatars, and trade in a virtual currency. If you've used frequent-flier miles, earned stars with your coffee purchase at Starbucks, or checked in on Foursquare, you've had a gamified experience.

Gamification is purely an appeal to psychology, the principle that competition matters more than fun. When knowledge or experience is given a point value, it can be measured and compared through giving out badges and levels, statuses and prizes.

Hard-line Islamist sites have been increasingly building in gamified elements to their forums. "Reputation points" are the most common of these. Users can now earn status for the messages they post and the quality of the messages as judged by other members. In many of the forums, members can only receive points after they have posted a certain number of messages, enticing users to post more messages more quickly. Points can result in an array of seemingly trivial rewards, including a change in the color of a member's username, the ability to display an avatar, access to private groups, and even a change in status level from, say, "peasant" to "VIP." In the context of the gamified system, however, these paltry incentives really matter.

"The real reason I implemented [reputation points] is so we can weed-out useful posts from useless," explained an administrator of the Islamic Awakening forum who goes by the username "Expergefactionist." Virtually every Islamist hard-line forum now has adopted a points-based system, as have some non-Islamist hard-line forums: On Stormfront, for instance, a popular white supremacist forum, users earn points for their posts that can add up to earned statuses ranging from "will be famous soon enough" to "has a reputation beyond repute."

Gamified systems are designed to offer doable challenges. If challenges are too easy or too hard, "players" will just log off. But if they find a happy medium -- what game designers refer to as "flow" -- then people can stay engaged for hours on end. Earning points is a key component and can be part of a system that allows players to advance levels, keep score, and determine winners and losers. After one of the hardcore Islamist forums introduced additional features to its reputation scoring system this January, a member called "Milj" griped, "I think EVERYONE is going to end up with loads of rep and that won't be much fun." Earning reputation points had become too easy.

Other incentivizing structures exist as well. One Britain-based Islamic extremist website called Salafi Media measures a user's engagement level by a "fundamentalism metre." The more "radical" or "fundamental" a user becomes, the more power and legitimacy he holds in the forum.

Another innovation is "thanked" counts, which total the number of times other forum participants click on a "thank" icon in response to a post. Irritated by the introduction of "thanked points" on one forum, a user complained, "Typical! Just when i was about to have ultimate rep power and be the greatest repper in [forum] history i have to fight it out for most thanks now as well??"

Once you've gained all the rep points and "thanks" you can accumulate, you're close to winning one of the most prized goals in Islamist forums: administrator status -- with all the badges, status, and access to special powers and secret levels that come along with it. "From now on the admin/mod team will be editing people's signatures, if too big, at our discretion," an administrator of the 7th Century Generation (7cgen) forum announced in August 2008, boasting later that administrators themselves are allowed longer signatures than average users.

The question in all of this, of course, is whether the administrators and longtime users of Islamist sites reap any further benefits beyond the short-term, compulsive satisfactions of gamification. I.e., does gamification actually drive terrorism?

The obvious implication of Islamist online spaces becoming gamified is that an increasing number of users are likely to go there and spend more time there. Based on the limited personal information most of these online participants reveal about themselves, however, even the most obsessed seem to limit their play to virtual space. But for a select few, the addiction to winning bleeds over into physical space to the point where those same incentives begin to shape the way they act in the real world. These individuals strive to live up to their virtual identities, in the way that teens have re-created the video game Grand Theft Auto in real life, carrying out robberies and murders.

One man in particular has been able to take advantage of the incentives of online gamification to pursue real-life terrorist recruits: Anwar al-Awlaki, the American-born al Qaeda cleric hiding in Yemen, famous for having helped encourage a number of Western-based would-be jihadists into action. Nidal Malik Hasan, the alleged Fort Hood shooter, for example, massacred a dozen soldiers after exchanging a number of emails with Awlaki. Faisal Shahzad, the Times Square bomber, admitted Awlaki influenced him, and Umar Farouk Abdulmutallab was one of Awlaki's students prior to attempting to blow up an airplane on Christmas Day 2009. Part of Awlaki's success is due to his creative use of the principles of gaming both online and off, by using himself -- or his personal affirmation -- as a prize. His supporters vie for the right to connect with Awlaki, whether virtually or actually -- a powerful incentive that, from our observation, drives many of them into, at the very least, more active language about jihad.

A user who called himself "Belaid" on Awlaki's now-defunct blog boasted to others about what he perceived to be a response to his email in Awlaki's latest blog post, saying: "S. Anwar Al-Awlaki i sincerely love u for the Sake of Allah for what you are doing, I think you answered my e-mail by giving us this document." He then followed up by expressing his desire to transition from virtual communication to real communication. "I ask Allah to make me go visit you so I can see you in real and we in sha Allah go together do jihad insha Allah in our life time!!!" he wrote in January 2009.

Short of communicating with Awlaki directly, his followers can collect and exchange Awlaki's lectures, videos, and blog posts in the way kids trade baseball cards or comic books. On most hard-line Islamist forums, one can find dozens of posts with full collections of Awlaki's materials, which are now collected and exchanged with much more fervor than videos from Osama bin Laden or Ayman al-Zawahiri.

Awlaki's latest gambit, the notorious English-language Inspire magazine, has made following the guidance of al Qaeda even more of a game, one that anyone can play. The magazine assigns readers tasks to complete, such as "make a Bomb in the Kitchen of Your Mom" and "pull off Mumbai [attack] near Whitehouse till martyrdom." These gimmicky-sounding instructions allay the seriousness of what al Qaeda is really asking its readers to do, blurring the barriers in the game between real and fake.

And the followers are responding. "[I] really like that idea of using a car as the mower [to kill people] mentioned in inspire 2 maybe i can use it at school, who knows?" an unindicted co-conspirator in the Colleen LaRose (a.k.a. Jihad Jane) case said in an online conversation in November 2010 with Emerson Begolly, a Pennsylvania man with an extensive extremist online history who allegedly assaulted two FBI officers.

By gamifying his followers' Internet experiences, Awlaki has been able to rally a more engaged online fan club than any other hardcore Islamic extremist to date. Through the creation of an online community of like-minded individuals, al Qaeda has mobilized these e-recruits through a natural process: competing with their peers for status and reputation. Awlaki has used gamification to do what al Qaeda had been unable to do before him, at least in any systematic way: get Americans to compete with one another to put down their keyboards and pick up their weapons.

-/AFP/Getty Images

 SUBJECTS: AL QAEDA, TERRORISM, INTERNET
 

Jarret Brachman and Alix Levine are managing director and director of research for Cronus Global, a security consulting firm.

LIFELINE

9:23 AM ET

April 14, 2011

Very interesting article

As someone who was heavily into World of Warcraft (WoW) for 6 years (from release to 2 years ago) I can understand some of the points you make, but I feel you don't develop a key point that is lays implicitly at the core of this article. Community.

First, there are some key differences between a game and a forum, but at the end it is the same thing that keeps people attached, and it isn't competition that keeps most people, it is the community feeling, which is tied to making competition more enjoyable. This is why WoW and other Massively Multiplayer Online (MMO) games are considered so addictive, while other online games which rely strictly on competition aren't addictive, such as Call of Duty (Some may make the argument, but it just isn't comparable).

The MMO, or any game for that matter, attracts people initially because of the ability to be immersed in a story, or because you really feel like your in control and having an effect on a world, even if it is a virtual one. It is a central part that developers have to hook you into the gameplay right off the bat. While competition for a game like WoW does have an impact on hooking a person in for the long term, you dont see this quality at the start and it is the initial gameplay qualities that get a person to play.

For forums and online extremist hotbeds your speaking of, people who already hold these ideologies would be searching out these forum sites, although their extremist ideology may be undeveloped at the time. Competition frills would make a person initially decide what forum they would dedicate to. There may be Extremist site A that just has barebones, meanwhile extremist site B that has that extremism metre, obviously the person who wants to find an outlet for his issues would pick the one that would make it the most Immersive, competition does add to the immersive environment.

However, as mentioned, it is not competition that is the key at retaining forum members. This is where MMOs like WoW and forums hold strong similarities. Everyone likes to feel they have a part to play in a unit, that they add something unique to the group. In WoW, you join 'guilds' which aid you in leveling up, getting gear, and fending off any other higher level players who try and kill (called 'gank' in this context) you. One of the main reasons to join a guild though, is 'raids', which requires good social skills, a hierarchy based on experience, coordination and a sound strategy to take down enemy bosses or defeat rivalling factions. Players have particular roles, and if one fails to complete his role, it could mean the entire raid (10 to sometimes 40 people in size) dying. This all adds up to create a strong community feeling, in a month or two of dedicated playing, you will feel some players are 'good friends', and you will even notice social circles that form within the guild.

This is similar to forums, and more so for ones centred around an ideology as it serves as a rallying point in the same way a guild's goal is to down a boss. Of course, they differ in mechanics, there are no raid bosses to kill in a forum, its all discussion based, but people are held together initially by an ideology they feel strongly about. There may be different opinions under the same ideology, and these will form social circles, which will tie you into the forum even stronger because you will begin to form strong relationships with these people. This can all happen within 2 months, once your name becomes recognized as a regular, as people will start to reach out to you and your reputation will build. Same as a guild.

The danger lies in this formation of these social groups.

Lets say John is frustrated with his families social-economic position/oppression from what he perceives as richer christian/atheist classes in a Western society. Being from a faithful muslim family, he steers into extremism due to these boiling frustrations. His frustrations are born from lack of understanding, he isn't that dedicated to an extremist ideology, he just wants to find people who he can find similarities with. He searches the internet and finds an extremist site, starts by reading, then begins to be a regular poster. When he becomes recognized certain people reach out to him, address his questions and frustrated posts, while others may not show him as much respect but recognize him as a regular poster as well. As a result, he begins to build a close relationship with these people, they start supporting each other in arguments and discussions that may occur on the forums. Relationship gets stronger, and they share ideas, him being on the receiving end as he sees these people as being more knowledgable and experienced than him (this may come from such things as post-meters that judge amount and quality of posts).

This is the moment where the modern extremist is born, when people he respects and sees as above him place ideas inside him. They rapidly grow the already sprouting seed of extremism within him. This is where the threat is. Competition methods in forums serve as ways to esteem certain readers, but its the social structures that are built, like in cases outside of forums, that really keep a person attending a forum and turn him into a true extremist.

Note: There may be some stream-of-consciousness errors, I would edit thoroughly but I'm procrastinating more important things.

 

AGRICOLA

10:26 AM ET

April 14, 2011

Thank you

Thank you for such a politely put and well thought out reply.

 

ANTIJARRET

2:38 PM ET

April 14, 2011

Awesome Insights

LIFELINE - thanks for the really amazing response. I'd love to follow up direct with you. If you want to FB me, hit me at: http://www.facebook.com/jarretbrachman and we can talk more.

 

SMITHMASON

4:34 PM ET

April 26, 2011

great points

Hey, cheers for writing that. It's contributions like that that really make this a great place. You're absolutely right about the community aspect being so incredibly powerful. My son was just talking about how World of Warcraft could live on for a very long time as long as they don't completely bomb an expansion. Look at Everquest. They're still making expansions for that game and I didn't think anyone still played that. -houston dwi attorney

 

MSCHNEID

12:01 PM ET

May 2, 2011

wonderful comment

I appreciate the comments of Lifeline. Conversely, other comments disputing the influence of gaming are nothing short of ignorant. Transformational play is nothing new. The player affects the environment, and the environment affects the player.

As an example, the game of chess was considered to "possibly" be tactical gaming for military experience.

The term serious gaming arose in 1970, with a more formal definition coming later from SGI. Again, the military are in the forefront with learning as a result of digital game-based play. The realism of the simulations, along with the reward and consequences, are an effective means of learning and creating a transformation of the user. The medical field has also taken advantage of serious gaming (e.g., triaging).

Gaming is also being implemented in public and higher education. There needs to be more research into the efficacy of this type of education, but schools are already utilizing it.

Serious gaming has also had an influence for social and political agendas. Examples include Darfour, hunger, and climate.

Which brings us to using gaming for terrorist purposes. Gaming can and does create communities of practice (CoP). Communities are easily recognized on FB. After all, where else does someone have a virtual relationship, and their real-life spouse divorces them over it? For those longing to belong, or just out of curiosity, terrorism-based gaming can provide a forum.

To understand more about dgbl, read Prensky.
Transformation Play: Barab
Multimodality and Interactivity: Ritterfeld
Serious Games, Debriefing, and Simulation/Gaming as a Discipline: Crookall
Serious Games Save Lives on the Battlefield: Keller

 

ADAMOLUPIN

9:23 AM ET

April 15, 2011

Agreed!

I still play WoW and really the only reason why I do it is because of the community. I love to play and I love the lore but really it's because of my guildies. I have a lot of friends in my guild and I have a lot of fun with them. If I were completely isolated (say playing a single player on XBox or a Gamecube) I would have less fun because there's no socialization.

That's where they get you. Humans are inherently social creatures and no matter how isolated we are physically we still want to be a part of something bigger than ourselves be it an extremist organization or a guild.

 

ADAMOLUPIN

9:24 AM ET

April 15, 2011

Ugh

That was supposed to be a response to LifeLine.

 

CURRYWURST

12:03 PM ET

April 15, 2011

AbuMubarak

Make yourself acquainted with him at ummah.com/forum

Run by British Muslims .. now frequented a lot by Americans as well.. A place that is certainly breeding the next line of wanna be and would be Jihadists..

I hope the powers to be are maintaining an active track of the real life's of these folks..

 

HIPBONE

12:10 PM ET

April 15, 2011

Gamification

Hi Jarret, Alix:

You might also want to talk to Amy Jo Kim about gamification and online community:

http://www.shufflebrain.com/about/

She's written about gamification:

http://articles.latimes.com/2011/feb/28/business/la-fi-ct-gamification-20110301

and presented on it at the Game Developers Conference, and also wrote one of the earliest books on online community -- *Community Building on the Web* (pub'd 2000).

She's be ahead of the curve.

 

HIPBONE

12:12 PM ET

April 15, 2011

Ouch, typo

She'd be ahead of the curve.

 

BLUE13326

2:54 PM ET

April 15, 2011

This was a fascinating

This was a fascinating article. Thanks.

 

JACOBSCRACKERS

7:04 AM ET

April 16, 2011

What the??

This has had to be the most ridiculous article I have ever read in my life. It seem you guys are so warped up in your online gaming world that you morons have gone to the extent of writing such a stupid article like this

Higher Rep Points = Terrorists? Avatar? BWHAHAHAHAHAHAHAHAHAH

I suggest you guys try opening the door from your basement and go upstairs a bit and go see the real world instead of sitting on your fat lazy butts all day eating pizza and junk and writing such crap! there is more life then sitting on your lazy overgrown asses and playing games all day long

go get yourselves a job and do something useful in your life rather then associating forums features with terrorist.

You guys do make me laugh seriously i pity you morons!

 

RII

11:43 AM ET

April 17, 2011

Oh dear

It's like the authors of this piece have never visited a forum *not* devoted to extremism of one kind of another. The features described here are commonplace across the entire spectrum of fora.

What next? "Oxygen: How it Secretly Aids Al Qaeda!"?

Also the title of this article is a lawsuit waiting to happen.

 

FELINE74

1:14 AM ET

April 18, 2011

A simpler explanation is suggested by the beginning analogy.

If the gamification keeps a person in a forum longer than he's otherwise inclined to be, then he's going to be spending that much more time being exposed to the prevailing attitudes and beliefs of that forum. Depending on his real life environment and non-forum internet habits, he's also going to be spending less time exposed to moderating attitudes and beliefs. All of which adds up to the possibility of someone who's on the borderline being pushed over it.

 

TUTUMO98

1:16 PM ET

May 13, 2011

too many video games

It look like the author plays too much video games and onlinelivetv. To link this with world of warcrafts is kind of well it not a kids game here...
In his 19,938th comment on the forum, he wrote that his wife had grown impatient with how much time he spent online, he was sick of the verbal assaults from other posters, and despite being just a few posts away from the 20,000 mark, he was throwing in the towel.
Some people just have an abundance of time...

 

JALISA GONZALAS

2:23 PM ET

May 13, 2011

The World of Holy Warcraft

How al Qaeda is using online game theory to recruit the masses. As someone who was heavily into World of Warcraft (WoW) for 6 years (from release to 2 years ago) I can understand some of the points you make, but I feel you don't develop a key point that is lays implicitly at the core of this article. Community. First, there are some key differences between a game and a forum, but at the end it is the same thing that keeps people attached, and it isn't competition that keeps most people, it is the community feeling, which is tied to making competition more enjoyable. ""Seriously, i am tired," he wrote watching tv online. "Looking at that number [of posts] just reminded me of how much time i am online my wife will love me for it, she says i spend too much time here. "" This is where the threat is. Competition methods in forums serve as ways to esteem certain readers, but its the social structures that are built, like in cases outside of forums, that really keep a person attending a forum and turn him into a true extremist. Note: There may be some stream-of-consciousness errors, I would edit thoroughly but I'm procrastinating more important things.

 

JALISA GONZALAS

2:29 PM ET

May 13, 2011

Online Life

The term serious gaming arose in 1970, with a more formal definition coming later from SGI. Again, the military are in the forefront with learning as a result of digital game-based play. The realism of the simulations, along with the reward and consequences, are an effective means of learning and creating a transformation of the user. The medical field has also taken advantage of serious gaming (e.g., triaging). acne That's where they get you. Humans are inherently social creatures and no matter how isolated we are physically we still want to be a part of something bigger than ourselves be it an extremist organization or a guild.