Chapter 9. Virtual Worlds and Fraud

Jeff Bardzell, Shaowen Bardzell, and Tyler Pace

9.1 Introduction

The gaming industry is seeing a rapid increase in massively multiplayer online games (MMOGs), in terms of both the number of players and the amount of revenue generated. What was an isolated phenomenon—online gaming—only 10 years ago is now a household staple. The significance of gaming is extending its reach beyond entertainment systems, such as the Sony Playstation, as non-entertainment uses of game technologies become prevalent. Health, education, military, and marketing uses of game technologies are leading a wave of “serious games,” backed by both government and private funding.

At the same time, and independently of the progress of the ...

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