Wednesday, February 6, 2008

US Government Fears Second Life!


Intelligence Officials See 3-D Online Worlds As Spy Hubs 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. Over the last few years, "virtual worlds" such as Second Life and other role-playing games have become home to millions of computer-generated personas known as avatars. By directing their avatars, people can take on alternate personalities, socialize, explore and earn and spend money across uncharted online landscapes. Nascent economies have sprung to life in these 3-D worlds, complete with currency, banks and shopping malls. Corporations and government agencies have opened animated virtual offices, and a growing number of organizations hold meetings where avatars gather and converse in newly minted conference centers.
Intelligence officials who have examined these systems say they're convinced that the qualities that many computer users find so attractive about virtual worlds - including anonymity, global access and the expanded ability to make financial transfers outside normal channels - have turned them into seedbeds for transnational threats. "The virtual world is the next great frontier and in some respects is still very much a Wild West environment," said a recent paper by the government's new Intelligence Advanced Research Projects Activity. (http://freeinternetpress.com/story.php?sid=15215)

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