Adversary Approaches to Political Warfare, Information, and Propaganda

  • Published
  • By US Cyber Command & JSOU

 

How do the approaches by Russia and China to modern political warfare—in particular, the exploitation of the information environment to manipulate, coerce, and control—potentially provide a model for the U.S. to understand and counter modern political warfare? At the core of these efforts for the PRC, what is the Communist Party/People's Liberation Army (CCP/PLA's) propaganda apparatus structure, strategy, and capabilities?

The “Mission Command” of national influence campaigns is difficult to operationalize. How do adversaries decide, manage, and coordinate operations or take advantage of emergent opportunities? What is their likely planning cycle for these operations, and how far out are they preparing for the operational environment? What tools, methods, and virtual networks are used to coerce and control populations?

There are many ways in which current technologies shape the ways that people receive information. The ability to create realistic, believable information, events, documents, pictures, and video based on a computer prompt makes it increasingly difficult to distinguish between fact and fiction. Furthermore, the combination of virtual reality and augmented reality offers the ability to virtually see, ‘be with,’ and respond in real-time to another person anywhere in the world. What are the second- and third-order effects of such technologies on information operations and strategic influence campaigns?

If distinguishing the truth becomes increasingly difficult, will there be a corresponding reaction in which groups or individuals care less about the ‘truth’ or simply distrust everything not seen to occur with their own eyes? What are the implications of such distrust? Will societies become less vulnerable to disinformation, but also less receptive to strategic messaging? Can populations be inoculated against the tactics adversaries employ, and how can the defense enterprise disrupt malign information and activities through exposure?

Finally, how might virtual interactive experiences be utilized to develop strategic influence? Training and education with partners and allies can provide a form of relationship building that may lead to strategic influence. Does virtual training and education build the same relationships, and have the same strategic effects, as in-person interactions?