Virtual Security?
Tuesday, July 31st, 2007As if Internet users don’t have enough to worry about already, virtual worlds like Second Life have introduced yet another dimension into the world of privacy and security. If you haven’t experienced a virtual world yet, they involve the creation of an online identity generally known as an “avatar.” Once created, you use this identity to move through the world just as you would through the real one. Your avatar can interact with other inhabitants, hold chats in real time, manipulate objects within the world, and even hold a job or get married.
Money, of course, is a factor in these worlds. Linden Labs, owners of the Second Life universe, has set up “Linden Dollars” (generally known as “Lindens”) as its currency of preference. There’s even an online money exchange that allows you to buy and sell Lindens at a flexible rate (generally around $1 for every $280-300 Lindens). It’s this linkage between the real and virtual world that mandates some level of concern, since anyone who’s a paid member of Second Life must provide Linden Labs with a credit or debit account against which to bill membership and money exchange fees (you can also open a free account, but this means you can’t own virtual land or participate in certain activities).
Scams abound, but Linden Labs deploys its own security force to keep tabs on problematic users who attempt to swindle others. One popular scam involves the creation of an in-world type of pyramid scheme. Swindlers place small objects in public locations; these are programmed to attempt to take money from unwary users who pick up or otherwise touch the objects (often the items are labeled “touch me to make money”). Users can report these incidents to the Linden security force, which will then take actions against the offending inhabitant.
Some people are also making money in the real world via a Second Life business. It’s claimed several have made millions (that’s in US dollars) by buying and selling parcels of virtual land within the game. Others are opening shops online to advertise their real world businesses. I know one user who displays copies of her artwork at an online gallery, and allows customers to buy copies or even the original via a Second Life transaction. The real piece of art is then shipped to the buyer via traditional shipping methods. Art imitates life, so does virtual art imitate virtual life?
IBM, Dell Computer, Sears, and other large corporations are creating stores and meeting centers within Second Life and other virtual worlds in an attempt to capitalize on their popularity. You can view online representations of items, then be redirected to the company’s real Web store when you decide to purchase one. Some companies have invested millions (again, that’s in US dollars) in such a virtual presence.
Second Life isn’t “World Of Warcraft,” where reality and fantasy are clearly delineated. It’s a concept that blurs the line between the two worlds; thus it’s also necessary to recognize that security is a concern. Like any online experience, you shouldn’t reveal any personally identifying information without being absolutely certain who might see it. Typing your phone number into an online chat might result in it being seen by thousands of people from all across the globe. You should never reveal your password to anyone, especially if they represent themselves as Linden Labs personnel - the terms of service clearly state they will never ask for this information. The same applies to credit card or banking information.
It’s a virtual world, but thieves live there too. And they also exist outside the game.