In early September, the U.S. Department of Justice unveiled a series of sweeping investigations and indictments into Russian information projects aimed at disrupting the 2024 U.S. presidential election. One of these projects, which secretly funded right-wing influencers to promote former President Donald Trump’s campaign, is an escalation from prior Russian information operations, such as their email hacks during the 2016 election.
But another Russian team, described in a planning document published by the Department of Justice, approached disrupting the election a little bit less directly.
The Russian plan describes the “Good Ol’ USA Project” as a “guerrilla media” campaign intended to target “sentiments that should be exploited in the course of an information campaign in/for the United States.” Written by Ilya Gambashidze, a figure already facing sanctions for his disinformation work aimed at smearing Ukraine, the document suggests focusing influence efforts on the “community of American gamers, users of Reddit and image boards, such as 4Chan,” since they are the “backbone of the right-wing trends” online in the United States.
The inclusion of gamers in this campaign points at emerging dynamics in a global struggle over human rights online—one that policymakers need to pay closer attention to.
According to the Entertainment Software Association, a trade group, around 65 percent of Americans—or 212 million people—regularly play video games. Globally, video games generate more than $280 billion in revenue, far larger than traditional culture industries such as film or book publishing. While a trickle of stories about other attempts to push Russian propaganda in video games have attracted some scrutiny from journalists, the question remains: Apart from scale, what is it about gamers that Russia thinks will make them receptive to its messaging?
For starters, video game culture has already become an important venue for extremist right-wing groups to share and normalize their ideas. Far-right groups modify video games to be more explicitly racist and violent than their designers intended. Even gaming spaces designed for children, such as Roblox, which allows players to create their own game worlds and storylines, have attracted thousands of people (many of them young teenagers) to use the game’s freewheeling mechanics to play-act fascist violence.
The prevalence of hate groups has shaped video games into a place where culture and politics are debated, often contentiously, with predictable fault lines emerging along U.S. partisan boundaries. While the industry itself has made considerable progress in improving representation and reducing acts of horrific sexual violence, it has received pushback from far-right figures who are angry at the so-called “wokes” for supposedly “ruining games.”
For a decade, repeated efforts to “reclaim” gaming from an imagined enemy composed of women, Black people, and LGBT+ folks have bubbled up from the darkest corners of the internet, often in places such as Reddit (where this Russian campaign aimed its influence activity). These movements have spilled over into more mainstream political movements that can shape election outcomes. Consider how Gamergate, a 2014 campaign to terrorize women working in the industry into invisibility, metastasized into an online troll army working to get former U.S. President Donald Trump elected in 2016.
These far-right efforts are ongoing, even without Russian help. Last year, a group of gamers who were angry at inclusive representation in games launched a harassment campaign—colloquially called Gamergate 2.0—against a story consulting company.
Earlier this year, when Ubisoft began promoting the latest installment of its popular Assassin’s Creed franchise, this time set in feudal Japan, the trailer prominently featured Yasuke, an African man who served as a samurai in 16th-century Japan. Despite being based on a real historical figure, this movement (egged on by X owner and billionaire Elon Musk) raged at the decision, as if acknowledging Black people in the past was somehow bad. In their quest to sow division within the United States, Russian information operations analysts do not need to look very far to find political allies in gaming communities.
It helps that Russia enjoys greater social legitimacy in gaming than it does in, say, news journalism. You can see this legitimacy reflected in the language gamers that use as they play. Around the same time as Gamergate, a vulgar Russian phrase began popping up in the chats that players use to communicate with each other in non-Russian game streams, primarily in the multiplayer first-person shooter Counterstrike: Global Offensive. The game has around 4 million Russian players, and as it grew in popularity in the mid-2010s, the Russian obscenity cyka blyad became common invective during frustrating moments of play. Its widespread adoption among non-Russian-speaking gamers struck many as odd.
Cyka blyad rose in prominence alongside Russia’s descent into becoming an international pariah, which has limited the spaces where Russian gamers can play games online. In 2014, Russia passed a law requiring websites that store the personal information of Russian citizens to do so on servers inside the country. This was compounded in 2022, when companies ranging from Activision Blizzard to Nintendo protested the invasion of Ukraine by either suspending sales or shutting down Russia-specific services. Despite its residents representing around 10 percent of Counterstrike’s player base, there are no host servers for the game anywhere in Russia.
So, when Russian players log on to find players for a match, they use servers based in Europe or sometimes North America. These servers place them into direct contact with players on the other side of international conflicts—something that many players within the European Union found deeply frustrating after Russia’s illegal annexation of Crimea in 2014, as their games became places where people would argue about the annexation.
But another reason why Russian slang began infiltrating non-Russian gaming spaces is that after years of censorship and exclusion from both Russian and Western governments, games are one of the only spaces direct exchanges between ordinary Russian and Western people. Russians lack access to many Western social media platforms—such as Instagram (blocked by the Russian government in 2022, though earlier this year some Russian users regained access)—and were locked out of Western game stores, even as they kept access to many online games. As a result, matches in a game such as Counterstrike or Fortnite became one of the only places where these informal cultural exchanges could take place.
This narrowing of exchange spaces highlights how video games can become useful conduits for propaganda, and it demonstrates that video games are becoming an important, if underappreciated, site for ideological disputes over politics, speech, identity, and expression.
Other countries have begun to use video games for strategic communication. The U.S. government operates semiprofessional esports teams through the Defense Department, whose remit includes convincing young people to become interested in enlistment. China launched a military-produced first-person shooter game to boost recruitment and to humanize the image of the People’s Liberation Army abroad.
The Chinese developers of the hugely popular game Black Myth: Wukong instructed gaming influencers who were given early access to avoid discussing “feminist propaganda” while reviewing the game, apparently to adhere to government censorship rules. And Russian propaganda about the country’s war with Ukraine has begun appearing in games that allow user-generated content, such as Minecraft and the aforementioned Roblox, as the Kremlin seeks to persuade Westerners to end their support for Ukrainian freedom. In response, the U.S. State Department has begun developing its own games intended to train players to resist Russian disinformation.
This isn’t an abstract challenge. Scholars have drawn linkages between Russia’s propaganda efforts and President Vladimir Putin’s decision to launch the full-scale invasion of Ukraine in 2022 as both bots and human agents aggressively pushed narratives about the need to “pacify” an ostensibly violent Ukraine by invading. The invasion was further justified by the myth of Novorossiya, or a pan-Russian identity that views Ukrainians as misguided Russians who need to be forcibly reclaimed.
These efforts to spread propaganda through gaming are rarely successful. Few people wanted to, say, join Hezbollah after the Lebanese militant group launched its own game, Special Force, in 2003. The terrorist group al Qaeda has used video games for recruitment since 2006, but there is little evidence that any meaningful number of people have been recruited because of it. Scholars have fretted for years over the “militarization” of video games as the Pentagon gets more and more involved in the industry, yet U.S. military recruitment is in long-term decline, and public confidence in the nation’s military is at a two-decade low. If games-based propaganda works, we do not yet know where or how it does.
The revelations about Russian video game propaganda hint at some intriguing innovation in how strategic messages might be spread through nontraditional channels, but they also point to the areas where traditional channels for propaganda have closed down. Despite efforts by Republicans in Congress to falsely accuse agencies such as the Global Engagement Center of partisan bias when addressing foreign misinformation, the U.S. government takes the challenge seriously and, as this 2022 report on the propaganda channels , is working to thwart many of Russia’s best efforts to target Americans with propaganda, like when they sanctioned several Russian oligarchs who had been financing US-directed misinformation.
But even beyond government counterprogramming, there are plenty of obstacles to Russia’s efforts within the world of gaming. For example, Ukraine’s video games industry is respected in the United States and Europe. The developer 4A, which was based in Kyiv before the invasion, produces popular games such as the Metro franchise. That company, however, had to fly its employees abroad to keep them safe from the indiscriminate Russian barrages against the Ukrainian capital and other cities. This sent shockwaves through the industry, as it made some of the consequences of the invasion seem more viscerally real even to people who do not follow politics closely.
As a result of American and European sanctions, Russians have a more difficult experience legally purchasing software and services such as online gaming. (Some Russian game companies have since relocated abroad to more neutral countries, such as Cyprus, to continue operating globally). Wargaming, the Belarusian company that makes World of Tanks, also fled to Cyprus, which has become an informal hub of Russian game companies.
Looking forward, there are real questions about what video games are going to become in the information war between Russia and the West. Russian censors have proposed deploying neural networks to search for banned content in games, but it is unclear whether those systems might disrupt gaming for everyone else.
Long before the invasion of Ukraine, Moscow forced Activision to censor the infamous airport sequence in the rerelease of Call of Duty: Modern Warfare 2 (in which players assume the role of a Chechen terrorist and can slaughter hundreds of screaming civilians at Sheremetyevo International Airport), and it has not been shy about using government coercion to erase LGBT+ people from gaming (paralleling to its embrace of the U.S. far right). Policymakers should look at ensuring that global communication platforms—and that is what video games are—remain open to free speech and safeguard other basic human rights.
While the latest Russian effort to target games seems to have been thwarted by the U.S. Justice Department, there will undoubtedly be more programs looking to repeat and extend the success of Gamergate in empowering the far right, perhaps this time by enabling it to obstruct effective governance in the United States. The Good Ol’ USA Project also targeted its influence operations toward websites such as Reddit and 4Chan, both of which are as central to the sustainment of far-right movements as gaming. Emerging platforms—which range from popular Chinese games to channels such as the online chat service Discord, which is difficult to monitor at scale and routinely hosts leaks of sensitive military documents—present new opportunities where Russian influence could be targeted.
These strange spaces are the frontier where a global battle for speech is being fought.
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