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McAfee Says Criminals Use Virtual Currency to Launder Money

by Rainier on Aug. 27, 2008 @ 1:03 p.m. PDT

Vulnerabilities in online gaming and virtual worlds lead to money laundering and other dangers, according to a new report by Dr. Igor Muttik, senior architect for McAfee Avert Labs. As revenues for virtual worlds topped $1.1 billion in 2006 and are expected to triple by 2009, online games are a hot target for cybercriminals looking to exploit vulnerabilities for money-making gains, who not only steal from online players, but also use virtual worlds to exchange funds achieved through their other criminal activities.
Vulnerabilities in online gaming and virtual worlds lead to money laundering and other dangers, according to a new report by Dr. Igor Muttik, senior architect for McAfee Avert Labs. As revenues for virtual worlds topped $1.1 billion in 2006 and are expected to triple by 2009, online games are a hot target for cybercriminals looking to exploit vulnerabilities for money-making gains, who not only steal from online players, but also use virtual worlds to exchange funds achieved through their other criminal activities.
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