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Windows flaw enables theft of online game login info

Windows flaw enables theft of online game login info

By:  Nestor E Arellano  On: 08 Apr 2007 For: ITWorldCanada.com Creator

Security experts say a glitch in Vista and other Microsoft Corp. software products enables cyber crooks to steal online game log-in signatures

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Security experts say a glitch in Vista and other Microsoft Corp. software products enables cyber crooks to steal online game log-in signatures.

Microsoft released, on Tuesday, an emergency patch to plug a security hole in Windows 2000, Windows Server 2003, Windows XP and Windows Vista.

The patch, MS07-017, addresses a vulnerability in the way the Microsoft products handle animated cursor (.ani) files.

The flaw, discovered last December, has a severity rating of "critical."

Apart from allowing hackers to gain control of a user's computer and install malicious code, it enables cyber crooks to steal log-in information for access to multi-player computer games, according to iDefense Labs, the security research division of VeriSign Inc. in Mountain View, Calif.

The theft of authentication information and subsequent stealing of virtual assets can have some serious real world repercussions if played out on a large scale, according to one online gaming expert.

Participants in "role-playing" games, such as World of Warcraft and EverQuest, often trade virtual goods online using real currency, according to Jason Della Rocca, executive director, International Game Developers Association (IGDA) based in Mt. Royal, New Jersey.

No one knows exactly how much the market is worth, but it is estimated that gamers spend upwards of $230 million (around US$200 million) on virtual goods.

Della Rocca said players spend long hours developing their online characters and amassing virtual property. The online items can be won by accomplishing certain tasks or challenges in the game, but they can also be bought using real currency. For instance, a two-handed sword used in World of Warcraft can be bought for $70.

"Taking into account that a game like World of Warcraft has six to seven million subscribers, a large-scale harvest of virtual assets can have a drastic effect on a real world market," said the IDGA executive.

"Greed and desperation" are fueling the market for stolen log-in signatures, according to Ken Dunham, director of iDefense’s rapid response team. He said once a person gains access to a player’s virtual character, he or she also gains control of the player’s virtual possessions.

"Log-in data is being bought for $10 to $30 by people desperate to get ahead in the game, or by those who simply want to steal and sell another person’s virtual property."

Dunham said VeriSign recently learned that a group of hackers based in China were using the Windows security hole to steal log-in signatures for access to World of Warcraft.


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Nestor E Arellano Nestor E Arellano Nestor Arellano – Newswire Specialist Nestor edits and posts newswire content for ITWorldCanada’s online publications and e-newsletters. Nestor joined ITWC in 2006 as a senior writer and ... more
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