stealing-real-identities-to-earn-virtual-items-to
The ability to sell virtual items earned in virtual worlds for actual money is creating identity theft problems, particularly in...
The ability to sell virtual items earned in virtual worlds for actual money is creating identity theft problems, particularly in Korea.
There have been a couple of items that have come to my attention recently. The first was in early February about stealing usernames and passwords for Korean gaming sites. The second was a more recent article about stolen identities being used to create fake gaming accounts. From the latter:
I gather that there is also some per person limit to what you can win?
I'm not an online gamer, so I never really thought about it much as a market, but perhaps that is a bit short-sighted.
There have been a couple of items that have come to my attention recently. The first was in early February about stealing usernames and passwords for Korean gaming sites. The second was a more recent article about stolen identities being used to create fake gaming accounts. From the latter:
In Korea, gamers can only register one account per person. Observers speculate that hackers used stolen identities to play multiple games, thus earning more virtual items that can be sold for cash.
I gather that there is also some per person limit to what you can win?
I'm not an online gamer, so I never really thought about it much as a market, but perhaps that is a bit short-sighted.

