Gaming and the Underground Economy
Transcription
Gaming and the Underground Economy
The simple days of Duck Hunt and Donkey Kong are gone. Today players enter virtual worlds that look amazingly real with =tles like “Call of Duty” and “Halo”. They take on roles such as military Special Forces operators working toward objec=ves in hos=le urban terrain, communica=ng by headset with team players half way across the world. The Internet plus increasingly powerful hardware plaGorms has turned gaming into a very lucra=ve industry. Today, professional video gamers compete in tournaments, sign endorsement deals 1, and live like sports celebri=es within the vast gaming world. The mul=‐billion dollar video game industry now commands the aJen=on of movie studios 2 and ins=tu=onal investors 3. Ac=vision‐Blizzard recently released “StarcraO II”4, which is the much an=cipated follow‐up to the 1998 original “StarcraO”. While today’s most popular games are released for console plaGorms like MicrosoO’s Xbox 360, Sony’s Playsta=on 3, or Nintendo’s Wii, StarcraO II was developed solely for the PC (personal computer). The cost of StarcraO II development: $100 million. The U.S. na=onally televised VGAs 5 (Video Game Awards) present awards for video games in mul=ple categories such as “Best Original Score”. That’s right; video games now have original soundtrack scores. 1 http://www.1up.com/do/newsStory?cId=3179024 2 http://en.wikipedia.org/wiki/List_of_films_based_on_video_games 3 http://www.marketwatch.com/story/videogame-publishers-on-deck-for-tough-quarter-2010-07-29 4 http://www.cnbc.com/id/38414156 5 http://www.spike.com/event/vga2009/page/vote/category/34766 © Team Cymru 2010 MMORPG World of WarcraO (WoW) is one of the most popular PC games of all =me. WoW is a MMORPG (Massively mul=player online role‐playing game). Players take on roles and work with other players in the network. Blizzard’s game servers each support thousands of simultaneous players who compete for virtual resources. Virtual gold is one of the more valuable commodi=es. This had led to a rise in “gold farming”6 . Collec=ng gold in WoW takes =me and effort. Gold farmers are individuals/organiza=ons who code bots to perform mundane repe==ve tasks in the game in order to collect larger amounts of virtual gold. Typically these bots are coded in Lua (a scrip=ng language similar to Python) and the harvested gold is sold on commercial websites that specialize in virtual goods. Certain gold harves=ng companies find cheap labor and use humans for the monotonous gaming work, oOen hundreds of people 7. A Google search for “gold farmers” turns up a trove of websites and images. Forty dollars typically buys 400‐500 gold in WoW. Once you enter payment informa=on on a gold farmer’s website, the virtual player then meets you in WoW and transfers the gold. While Blizzard officially frowns upon this prac=ce and bans bots where they find them, the secondary market for virtual gold and other goods is thriving. Consider a businessman who enjoys WoW, but has liJle =me to play. He cannot amass the virtual resources necessary in WoW so he buys them from an auc=on house. Everyone appears to win. The problem is that many players complain that the gold farming prac=ce ruins the game’s experience, specifically, the in‐game economy. Prices for common virtual goods may experience price infla=on due to the increased supply of gold. Blizzard sells extremely expensive virtual goods, seemingly for the purpose of reducing the amount of gold that is present among a game’s players. Users can easily spot automated programs in the WoW virtual world and they resent the chea=ng when legi=mate players spend real =me in the game. In speaking with frequent gamers, Team Cymru discovered that most of these gold farming organiza=ons are legi=mate, and gold fraud is rarely encountered. Other games present similar opportuni=es. In Diablo 2, it was previously possible to cheat by duplica=ng ("dupe") items acquired in the game. Assortments of virtual goods were oOen 6 http://en.wikipedia.org/wiki/Gold_farming 7 http://www.nextnature net/wp-content/uploads/2009/03/gold-farming-china-wow7go-530.jpg auc=oned on eBay8 . When a player found a rare virtual good in the game, he/she could duplicate it and sell these copies to other gamers. Players were able to profit from a copy‐paste func=on in a maJer of seconds. The mone=za=on of virtual goods is nothing new. Linden Labs introduced Linden Dollars into their Second Life virtual world, the market for which can be tracked on the LindeX9 . This virtual currency has a stated exchange rate (currently about $250 Linden to $1 U.S.) to real U.S. dollars. The virtual currency can be used to purchase virtual land and other virtual goods and services. The gaming industry understands that virtual commodi=es hold real value for gamers. The Underground Economy also understands this truth and as always they are ac=vely exploi=ng vulnerable gamers and mone=zing stolen virtual resources for real money. One of the most popular UE gaming pas=mes is phishing: via email 10 and in game 11. While users are playing a game like WoW, they receive an unsolicited message that appears to be from the host company like Blizzard or another legi=mate user. The socially engineered message informs the user that their account has been compromised or there is a new game version recently released, etc. and a malicious link is included that typically leads to malware (key logging trojans are a favorite). It appears that the gaming popula=on falls prey to this aJack more frequently than other user segments. Once a gamer’s creden=als are phished, the fraudsters then steal the player’s virtual avatar and steal all of his/her resources. Once the gamer regains access to their account, they find their virtual persona standing naked in a waste land, penniless. The fraudsters literally commit a virtual mugging. 8 http://cgi.ebay.com/Diablo‐II‐2‐Item‐USEast‐Ladder‐S6‐Zod Rune/320544910296?cmd=ViewItem&pt=Video_Games_Games&hash=item4aa1f72bd8 http://cgi.ebay.com/Diablo‐2‐Useast‐CLASSIC‐Ladder‐Sojs‐ /170520520011?cmd=ViewItem&pt=Video_Games_Accessories&hash=item27b3d0a54b 9 http://secondlife.com/statistics/economy-market.php 10 http://www net-security.org/secworld.php?id=9633 11 http://sunbeltblog.blogspot.com/2010/07/phish-whisperer.html © Team Cymru 2010 Blizzard has responded by offering a two factor authen=ca=on solu=on via hardware token for $6, but few users appear to capitalize on the improved security posture. Team Cymru interviews with gamers suggest that many of these vic=ms are vic=mized mul=ple =mes and their only real concern is re‐establishing access to their gaming account to restore their virtual avatars. Fraudsters also package malware within soOware designed to modify or hack a game and give an extra advantage to the player, such as the ability to see through walls. Gamers oOen search for this type of soOware on Peer‐to‐Peer networks and subsequent infec=on typically leads to stolen game accounts. Games like WoW charge users a monthly subscrip=on fee. Gamers oOen subscribe to game networks that allow them to play mul=ple games released by a par=cular game studio. Examples include Xbox live for console games on the Xbox. Steam is the virtual locker for PC games released by Valve (best known for Half Life). OOen compromised creden=als to these types of subscrip=on networks are sold in the Underground Economy to avid gamers. Social Gaming Over 500 million people now use Facebook.12 Over 100 million of those users enjoy playing games created by Zynga. The company has produced blockbuster games like Farmville (60 million players) and Zynga’s es=mated $500 million in revenue has the business world taking no=ce. Zynga specializes in social gaming, a sub‐category typically involving game integra=on into a social network like Facebook. Addi=onally, many of Zynga’s games are available on smart 12 http://www.insidefacebook.com/2010/07/21/facebook-announces-500-million-users-stories-application/ © Team Cymru 2010 phones. It is telling that Google is in talks with Zynga to create a social network 13 to rival Facebook. Zynga has a loyal base of social gamers that Google could leverage to quickly build a new social network. According to the Wall Street Journal, “In countries such as China and Japan, social games generate billions of dollars in revenue. In the U.S., social gaming was a $700 million market in 2009, according to es=mates by ThinkEquity LLC, a research firm. That figure is supposed to triple by 2012, the firm said.” These social games produce revenue through the sale of virtual goods. Social gamers assign real value to virtual goods. Facebook currently takes 30% of the revenue generated by these virtual goods. Social gaming is another opportunity for the Underground Economy because of the scale of users involved and the fact that virtual goods are oOen easier to mone=ze than physical goods. The Wall Street Journal reported, “Merchants that sell digital goods lost 1.9% of all revenue to fraud in 2009 compared with a 1 . 1 % f r a u d rate for companies that sell physical goods on‐Iine, according to CyberSource Corp., which processes credit cards for online merchants. [sic] World‐wide sales of digital items in games and social networks reached $2.2 billion in 2009 and are expected to grow to $6 billion in 2013, according to Piper Jaffray & Co.” The market for virtual goods is rapidly expanding and fraudsters are surely taking no=ce. In 2009 Facebook ini=ated “Credits”, a virtual currency for Facebook linked games and other services. The difficulty for Facebook and other virtual goods sellers is detec=ng fraud, specifically with stolen credit cards since the product being purchased is instant and virtual and does not require a shipping address. Team Cymru has witnessed UE adver=sements for the sale of these types of virtual goods, specifically Facebook virtual poker chips and Farmville dollars, but the criminal buyers are lacking. While a higher percentage of criminals appear interested in WoW creden=als and Steam accounts, there is currently liJle criminal interest in purchasing social gaming resources. © Team Cymru 2010 The UE is primarily comprised of criminals selling to other criminals. If fraudsters are able to port stolen social gaming services to mainstream buyers under the banner of legi=macy, then the business model might succeed. Success being the ephemeral no=on of criminal effort required to successfully mone=ze a high percentage of resources at an acceptable price point. Fraudsters may decide that reselling virtual goods is easier and presents a more robust business model than reselling fraudulently obtained physical goods, but buyers would need to believe that the criminal sellers are legi=mate businesses making profits on resell markup margins. Gold farming is not criminal, but using stolen credit cards to purchase virtual goods is. Would social gamers recognize a criminal website reselling virtual goods that are cheaper than purchasing directly through Facebook? Consoles Console gaming has its fair share of criminal opportunity as well. MicrosoO’s Xbox 360 and Sony’s PlaySta=on 3 boast a bevy of first person shooter games. The games can be collabora=vely played across the Internet in real =me. MicrosoO’s gaming network (Xbox Live) uses the “host boot” protocol which involves UDP packets to port 3074. There are a number of YouTube tutorials on the topic of locally analyzing host boot traffic for the purpose of DDoSing opponents to knock them out of the game. In order to DDoS an opponent, a gamer must first iden=fy the proper IP address for the opponent in ques=on. Plenty of YouTube tutorials exist for this topic involving the Windows hacking tool Cain & Abel 14. Once a vic=m’s IP address is iden=fied, point and click programs like DDoSSer can be used to force the vic=m’s disconnec=on from the game. The apparent college student author of DDoSSer posted a number of YouTube tutorials explaining the program’s use 15. Even in console games, virtual life mimics real life. In 2007, a gamer told a virtual room full of people in the “lobby” of a game that he was going to kill the president of the United States. The comment was reported to the U.S. Secret Service who inves=gated the incident and interviewed the suspect aOer discovering his true iden=ty. 14 http://www.youtube.com/watch?v=WQk6Zw_-IrI&feature=related 15 http://www.youtube.com/watch?v=TRV6EciLj_E © Team Cymru 2010 Conclusion Gaming is now a main stream phenomenon. Dedicated gamers purchase expensive computers and powerful consoles, and millions of people enjoy the distrac=on of social gaming, oOen on their mobile phone. Companies understand that gaming is a global passion and individuals are increasingly willing to spend disposable income on virtual goods and services in these games. The Underground Economy to date has experienced limited demand for gaming creden=als and virtual goods, but as gaming becomes even more mainstream criminals may aJempt to establish large virtual goods businesses beyond WoW gold farming. Addi=onally, gaming creden=als may contribute to an increase in cross channel fraud as gamers use the same creden=als for social media accounts, e‐mail accounts, bank accounts, etc. © Team Cymru 2010 References Ac=vision Bets Big on PC Game. (2010, July 16). The Wall Street Journal (Western ed.), p. C3 First, Give Away the Game. (2010, July 30). The Wall Street Journal (Western ed.), p. B5 Fraudsters Like Virtual Goods. (2010, July 21). The Wall Street Journal (Western ed.), p. B3 Thank You Special thank you to Wes Young, REN‐ISAC for his =me and thoughts. © Team Cymru 2010