Why Virtual Worlds are Coming Down on Antisocial Gaming

Griefers-708954Online gaming, especially in fantasy realms like World of Warcraft and Everquest, is a group effort. So why is antisocial behavior so prevalent?

Pixels and Policy looks at why some players seem driven to ruin the experience for others, and what it means for businesses and the long-term existence of the Metaverse.

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Virtual Worlds Prove Fertile Ground for Cybercriminals

CybercrimeAfter looking at the necessity of proper policing in virtual worlds yesterday, let's take a look at just how prevalent cybercrime really is.

As the Hindu Business Line reports, cybercrime –
both small-scale phishing and large-scale acts like cyberterrorism and mass
account information theft – is on the rise.

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