U.S. intelligence officials are cautioning that popular Internet services that enable computer users to adopt cartoon-like personas in three-dimensional online spaces also are creating security vulnerabilities by opening novel ways for terrorists and criminals to move money, organize and conduct corporate espionage.The CIA owns islands in Second Life! I'm glad I pay taxes.
The CIA has created a few virtual islands for internal use, such as training and unclassified meetings, government officials said.
Most virtual worlds are proprietary of some sort. World of Warcraft is owned by Blizzard Entertainment, Second Life is owned by Linden Labs, combined they constitute an estimated 22 Million users total, maybe 6-12 million of which are active more than once a week. For the time that they spend in these worlds, very few of their decisions are in any way affected by the laws of their respective real world governments. While the company has full access to all the data regarding chat, text, exchanges, etc.; the government can request that access.
Second Life gets more media attention because of real money that gets exchanged in that world on a daily basis. 18 Million Linden$ ($67 Thousand) was exchanged in Second Life this January. It is illegal, however, to exchange real money in World of Warcraft (it still happens though).
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