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ECT News Community   »   TechNewsWorld Talkback   »   Re: The Growing Perils of Online Game-Play



Re: The Growing Perils of Online Game-Play
Posted by: Walaika Haskins 2008-09-11 22:07:55
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As MMORPGs such as "World of Warcraft" and virtual worlds such as Linden Labs' Second Life continue to attract millions of users, they have also begun to attract cybercriminals, according to a recent report from ESET, a software security vendor. "Criminals follow the money trail, regardless if it's physical or not," Jeff Debrosse, director of research at ESET, told TechNewsWorld. The security risk to online gamers has topped ESET's threat list for the past few months and the firm's statistics indicate the problem is growing.


Forgetfulness?
Posted by: Gryyphyn 2008-09-11 22:14:20 In reply to: Walaika Haskins
I love the off-hand exclusion of FFXI. The fact that they included a game like Second-Life but excluded Sony's online game offering is, quite frankly, appalling. There's a higher percentage of items sold through RMT (real money trading) practices for FFXI than Second-Life, IMHO. It's also a bigger blow: SL is free to play. The focus on viruses/trojans as password stealers has a greater impact when it's money out of pocket, regardless of the size, for the companies that own the properties. Not only that but they also ignore Guild Wars. That or I didn't see them mentioned.
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