Great Game Theory: A Numbers Station in Your PocketBy Jay Dyer Arising from the decades-old Pentagon black projects known as ARPANET and DARPANET, the Internet as a public release was from less than benevolent motives on the part of the establishment. While convenience and tech wizardy are certainly noble endeavors, it does not follow that artifacts of the spy world are expedient for mass populations. Regardless, it is too late for all that now, as the surveillance net is cast across the globe. In previous installments, we covered examples of Information Warfare in our day and their combinatoryand exponential potency with strategies such as chemical, electromagnetic/frequency and DNA/RNA/biological forms ofcovert warfare. Behind this attackpattern, we have posited an openplan of reengineering both the inner world of mans psyche, as well as the exterior realm of the biosphere. Hearkening back to 2003 (in the wake of 9/11 I presume),it was declassified that the Pentagons strategies of Psy Ops were transitioning to anInfowar Oprations Roadmap to dominate the electronic media spheres, and soon thereafter we learned the Bush Administration invested 1.6 billion into fake news and targeted psychological warfare broadcasts to synthesize Washingtons propagandaline for both domestic and foreign audiences. Fast forward to 2010 where the doctrine is clarified, and then to2013s open dismissal of the 1948Smith-Mundt Act, the establishment once again lifted its star-spangled middle finger towards its public, displayingwhat had long been the case the public has always been the target of advanced psychological warfare and ridiculous, faux new. For most of the activist and concerned, informed citizen niche this translated into a histrionic fury of bitching, yet as we have seen in this recent series on Psy Ops, the deeper objectives were totally missed. In 2008, Global Research correctly drew attention to the real backdrop for these bizarre operations. As alternative media has grown since 2008, the depth of the questioning involved on the part of researchers is unfortunately still too gradual. My premise is this: The people who build things like the Internet and artificial intelligence software for predictive algorithmic tracking are well aware of psychological warfare and human social dynamics. The alternative media is not something that arose as a surprise to the system, in fact, Bertrand Russell and H.G. Wells even discussed the rise of the opposition a century ago. That being said, the world of espionage and cryptology from which the Internet arose is the same dark world that scientifically plans such leaks and media theatrics like Assange and Snowden, to the detriment of any real whistleblowers, given little to no media attention. (Note too, the document mentions on page 25AIDS awareness andthe so-called drug waras aspects of U.S. military Psy Ops, as I have claimed many times.) As Global Research reported: My second thesis: What is leaked is generally leaked intentionally. Detailed previously, we begin to see how the purposeful leaking of information has numerous purposes. False leaks, like false defections, might be doneto spark a revolution, out a undesirable, provide misdirection, etc., but in our era a meta-level version of the leak has come into play with supercomputers and advanced A.I. war-gaming. Like the A.I. characters in your typical Xbox or PlayStation video game, the choices made by human actors in concert with artificial programs is very valuable data. Valuable, not in the pseudo-market of BigData, but for future predictive war gaming. Indeed, video games themselves were a product of this same Pentagon, game theory/war gaming complex. And just as the Internet was developed for cryptology and then released on the public as a massive surveillance Psy Op, so was the video game developed for militaristic training and released to entrap youthful generations in the rising virtual gulag. In World War II and during the Cold War, Numbers Stations broadcast secret information between spies and headquarters, as we said, yet now the playing field has changed. Researchers still spend time trying to crack Numbers Stations SIGINT, yet there is a deeper message here we are all carrying portable Numbers Stations in our pockets with our iPhones and Sony cellular devices. As millennials drift away into virtual worlds of Candy Crush and online Xbox planes of the synthetic, the great game is become the great video game, where quantified numeric reductionism becomes the unreal real: You can read more from Jay Dyer at his site Jays Analysis, where this article first appeared. 