According to the New York Times, ProPublica, and The Guardian, spies from the United States and the United Kingdom have taken to data collection from a number of online titles. This was revealed recently through more leaked documents from NSA whistleblower, Edward Snowden.

Some of these titles include World of Warcraft and Second Life. They did this by, you guessed it, making characters in these games, recruiting virtual informants, and eavesdropping on typed conversations. Yeah...
Fearing that terrorist or criminal networks could use the games to communicate secretly, move money or plot attacks, the documents show, intelligence operatives have entered terrain populated by digital avatars that include elves, gnomes and supermodels.

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, according to the documents, disclosed by the former National Security Agency contractor Edward J. Snowden. Because militants often rely on features common to video games — fake identities, voice and text chats, a way to conduct financial transactions — American and British intelligence agencies worried that they might be operating there, according to the papers.

Online games might seem innocuous, a top-secret 2008 N.S.A. document warned, but they had the potential to be a “target-rich communication network” allowing intelligence suspects “a way to hide in plain sight.” Virtual games “are an opportunity!” another 2008 N.S.A. document declared.

How does Blizzard feel about this?
One American company, the maker of World of Warcraft, said that neither the N.S.A. nor its British counterpart, the Government Communications Headquarters, had gotten permission to gather intelligence in its game. Many players are Americans, who can be targeted for surveillance only with approval from the nation’s secret intelligence court. The spy agencies, though, face far fewer restrictions on collecting certain data or communications overseas.

“We are unaware of any surveillance taking place,” said a spokesman for Blizzard Entertainment, based in Irvine, Calif., which makes World of Warcraft. “If it was, it would have been done without our knowledge or permission.”

Don't get too cocky there, console fans, it seems they were also monitoring activity for games played on Xbox Live as well. Though I can't imagine much was taken from Live voice chat in games unless there's a huge focus on the impact of teabagging and screwing your mom.

But in all seriousness, how extensive was this monitoring?
One N.S.A. document said that the World of Warcraft monitoring “continues to uncover potential Sigint value by identifying accounts, characters and guilds related to Islamic extremist groups, nuclear proliferation and arms dealing.” In other words, targets of interest appeared to be playing the fantasy game, though the document does not indicate that they were doing so for any nefarious purposes. A British document from later that year said that GCHQ had “successfully been able to get the discussions between different game players on Xbox Live.”

By 2009, the collection was extensive. One document says that while GCHQ was testing its ability to spy on Second Life in real time, British intelligence officers vacuumed up three days’ worth of Second Life chat, instant message and financial transaction data, totaling 176,677 lines of data, which included the content of the communications.

Keep in mind that the UK began their monitoring of Second Life "by the end of 2008." That much data collected in such a short amount of time is rather incredible. There were so many spies in Second Life, that an entirely separate group was needed to help avoid collisions between agents working in the virtual world.

For as serious as this all is, do you get the feeling that this all started when one of the spies went, "how can I get paid to play videogames at work?"