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August 24, 2005
Identity theft: The ultimate role-playing game

Antivirus companies have recently put out an advisory for a piece of malware called "PWSteal.Wowcraft". And what does this computer virus do? As Symantec describes it:

PWSteal.Wowcraft is a password-stealing Trojan horse that attempts to steal the password to the "World of Warcraft" game and send it to the creator of the Trojan.

This is ever more evidence that the economy of virtual worlds is becoming so lucrative that crime -- in all its variants -- is moving there. Over the last few years, we've seen all manner of chicanery, such as "dupers" that, like real-world counterfeiters, flood game worlds with duplicated merchandise and money, mucking heavily with the world's currency and economy. There have also lately been on-line muggings, and, as I reported in The Walrus a year ago, mafias and organized crime. Given, of course, that a world based on code is eminently hackable, we're likely to see ever more -- and ever weirder -- crimes as time goes on.

At first, when I heard of the Wowcraft trojan, I thought hmmm: Virtual-world crime is considerably easier to pull off than real-world crime, because role-playing games are filled with virtual items that are easy to steal. When you steal someone's World of Warcraft password, you can go in and force their avatar to hand over all their goods and in-world currency to the criminal's account, then quickly sell the stuff on ebay or any online game-merchandise site. It's very easy to make game-world stuff liquid.

But then I realized, hey, how is this different from real-world digital crime? A Russian cracker gang gets the information to your bank account, goes in pretending to be you, transfers the money to a foreign bank, then extracts it and washes it clean. Sure, role-playing games are rife with possibilities for identity theft. But the real world of commerce and finance is itself, by now, almost indistinguishable from a role-playing game.

I can't wait until a US-based court gets ahold of one of these cases.


(Thanks to Kottke, Steve Emrich and Joe Wilson for these!)

Posted by Clive Thompson at August 24, 2005 12:27 PM

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Comments

I suspect the US court case will either be a really boring enforcement of the ToS of the particular game or turn into a(nother) abuse of computer hacking terrorism laws.


But don't online games provide a test-tube society on which we can do all sorts of cool experiments? Are there some critics of the US legal system who have a better system they'd like to test? I wouldn't know, since I'm no law enthusiast nor online game player.


Drew Perttula

Posted by: noregistration [TypeKey Profile Page] at August 24, 2005 4:12 PM

My gosh, that's freaky. My guild is a fairly conservative bunch; when someone off-handedly mentioned that he'd blown most of his paycheck on some sweet purple armor, he got reamed by a bunch of people. It really is sick, when you think about it: Spending real money from the real world for fake gold in an online world. And yet, the fact of the matter is that Wowcraft is actually more real to many of its players/addicts than "real" life.

Posted by: Laura [TypeKey Profile Page] at August 25, 2005 12:08 AM

"However, for every improvement in bot detection, the bots themselves become more complex and more difficult to spot." Our tools will evolve at a faster rate. Will the seeds of AI be turned into gamer bots? I wonder if gamers will be allowed to use approved third-party guardian bots to protect themselves against player-killers?

Posted by: Alfred Cloutier [TypeKey Profile Page] at September 1, 2005 9:27 AM

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