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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 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:
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.
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