Ramblings & ephemera

Criminal goods & service sold on the black market

From Ellen Messmer’s “Symantec takes cybercrime snapshot with ‘Underground Economy’ report” (Network World: 24 November 2008):
The “Underground Economy” report [from Symantec] contains a snapshot of online criminal activity observed from July 2007 to June 2008 by a Symantec team monitoring activities in Internet Relay Chat (IRC) and Web-based forums where stolen goods are advertised. Symantec [...]

Why everyone wants a computer: socializing

From Paul Graham’s “Why TV Lost” (Paul Graham: March 2009):
The somewhat more surprising force was one specific type of innovation: social applications. The average teenage kid has a pretty much infinite capacity for talking to their friends. But they can’t physically be with them all the time. When I was in high school the solution [...]

CopyBot copies all sorts of items in Second Life

From Glyn Moody’s “The duplicitous inhabitants of Second Life” (The Guardian: 23 November 2006):
What would happen to business and society if you could easily make a copy of anything – not just MP3s and DVDs, but clothes, chairs and even houses? That may not be a problem most of us will have to confront for [...]

Asheron’s Call had no mechanism for secure trade between players

From Timothy Burke’s “The Cookie Monster Economy and ‘Guild Socialism’” (Terra Nova: 2 May 2008):
Mechanisms of exchange have evolved in graphical, commercial virtual worlds from some remarkably crude beginnings. Veterans of the early days of the first Asheron’s Call may remember that at one point, there was no mechanic for secure trade between players. You [...]

Offline copy protection in games

From Adam Swiderski’s “A History of Copy Protection” (Edge: 9 June 2008):
Fortunately, the games industry is creative, and thus it was that the offline copy protection was born and flourished. One of its most prevalent forms was an in-game quiz that would require gamers to refer to the manual for specific information – you’d be [...]

Cheating, security, & theft in virtual worlds and online games

From Federico Biancuzzi’s interview with security researchers Greg Hoglund & Gary McGraw, authors of Exploiting Online Games, in “Real Flaws in Virtual Worlds” (SecurityFocus: 20 December 2007):
The more I dug into online game security, the more interesting things became. There are multiple threads intersecting in our book: hackers who cheat in online games and are [...]

Trusted insiders and how to protect against them

From Bruce Schneier’s “Basketball Referees and Single Points of Failure” (Crypto-Gram: 15 September 2007):
What sorts of systems — IT, financial, NBA games, or whatever — are most at risk of being manipulated? The ones where the smallest change can have the greatest impact, and the ones where trusted insiders can make that change.

It’s not [...]

The Cold War as game theory

From Charles Platt’s “The Profits of Fear” (August 2005):
Game theory began with the logical proposition that in a strategic two-player game, either player may try to obtain an advantage by bluffing. If the stakes are low, perhaps you can take a chance on trusting your opponent when he makes a seemingly fair and decent offer; [...]

Lawyers playing childish games

From Adam Liptak’s “Lawyers Won’t End Squabble, So Judge Turns to Child’s Play” (The New York Times: 9 June 2006):
Fed up with the inability of two lawyers to agree on a trivial issue in an insurance lawsuit, a federal judge in Florida this week ordered them to “convene at a neutral site” and “engage in [...]

Smart World of Warcraft Trojan

From Information Week’s’ “ Trojan Snags World Of Warcraft Passwords To Cash Out Accounts“:
A new password-stealing Trojan targeting players of the popular online game “World of Warcraft” hopes to make money off secondary sales of gamer goods, a security company warned Tuesday.
MicroWorld, an Indian-based anti-virus and security software maker with offices in the U.S., [...]

Laws & enforcement in virtual worlds

From James Grimmelmann’s “Life, Death, and Democracy Online“:
… The necessity of a ‘Quit’ option is obvious; no adventure game yet invented can force an unwilling player to continue playing. She can always give the game the three-finger salute, flip the power switch, or throw her computer in the junk heap. …
Banishment is the absolute worst [...]

A game completely controlled by the players

From Ron Dulin’s “A Tale in the Desert“:
A Tale in the Desert is set in ancient Egypt. Very ancient Egypt: The only society to be found is that which has been created by the existing players. Your mentor will show you how to gather materials and show you the basics of learning and construction. These [...]

New communication, new art forms

From Jim Hanas’ “The Story Doesn’t Care: An Interview with Sean Stewart“:
I think that every means of communication carries within itself the potential for a form of art. Once the printing press was built, novels were going to happen. It took the novel a little while to figure out exactly what it was going to [...]

Perfect Score Achieved on Pac-Man

From Twin Galaxies
For the first time in video game playing history, a perfect score was achieved on the legendary arcade game, Pac-Man.
On July 3, 1999 at 4:45 P.M., taking nearly six hours to accomplish the feat — on one quarter — Billy Mitchell, 33, a Fort Lauderdale hot sauce manufacturer visiting the famous Funspot Family [...]