UNDERSTANDING SOCIAL ENGINEERING THREATS IN MASSIVELY MULTIPLAYER ONLINE OLE-PLAYING GAMES: AN ISSUE REVIEW
In this developing virtual era, the recreational activities like online games have turned into very intriguing tasks by giving whole new identities and avatars to individuals. This allows the individual to interact and also do anything that seemed possible as well as impossible in real lives. This virtual identification sometimes crosses into the real world, as they allow gamers to sell virtual game items for real-world money in markets and sometimes even requires use of real money to create or purchase personal property in their online world. This has created an opportunity for virtual crimes involving social and technical risks. The widespread adoptions of such Massively Multiplayer Online Role-Playing Games (MMORPGs) have not only become a dedicated activity for gamers but also act as a platform for social engineers. Social Engineering is considered as an art of collecting sensitive data/information by persuasion or manipulation of individuals and is the first step involving social risk in virtual crimes. MMORPGs were found to be highly socially interactive environments providing the opportunity to not only form relationships but also to be targeted by social engineers. In this study, we are reviewing and evaluating social interactions and psychological factors of MMORPG gamers which are making them vulnerable to social engineering threats. Various studies have assessed the psychological factors making an individual vulnerable to social engineering on social network interactions and also few studies have analysed the behaviours and relationships of gamers in online interactions. Observing such factors, in this study we analysed how the social engineers, disguised as fellow gamer, would target similar psychological vulnerabilities in the gamers by using social interaction platform on MMORPGs to gather personal and sensitive data from the targeted gamers.