scholarly journals 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.

2019 ◽  
Author(s):  
Hazita Azman ◽  
Nurul Farhana Dollsaid

This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from the study elucidate the learning principles of good games that incorporate the dynamics of gaming which induce the language learner to be active generators of information, knowledge and language. Essentially the preliminary findings reported affirm the viability of online games as a potential tool for teaching and learning in the 4.0 era, which endeavours to engage the digital natives of the 21st century. The study thus claims that MMOGs in particular the massively multiplayer online role-playing games or MMORPGs can facilitate in providing contextualized and authentic language interaction opportunities in English between online multilingual speakers.


2013 ◽  
Vol 28 ◽  
pp. 1 ◽  
Author(s):  
M. Nicolier ◽  
S. Achab ◽  
J. Monnin ◽  
G. Tio ◽  
C. Cappe ◽  
...  

Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2010 ◽  
Vol 2 (4) ◽  
Author(s):  
Stéphane Kieger

Virtual worlds represent a new market with a distinct economy andmany individuals are trying to exploit this very new technology in thesearch of profitable opportunities. The current paper proposes to studyentrepreneurship in the Massively Multiplayer Online Role-PlayingGames (MMORPG) Second Life® and Entropia Universe® in whichmonetary trades are possible. A survey was proposed to the community of players of both games, and from a sample of 244 players, nineteenentrepreneurs were contacted for a second survey. The traits of theentrepreneurs were compared to those of the players andentrepreneurship was observed in Second Life® and Entropia Universe®.  In fact, all the necessary conditions are present for entrepreneurship: a new technology giving new sources of revenues, an entrepreneur willing to invest money in order to increase his wealth, and a market with an economy well understood. The different entrepreneurs have developed successful ventures in several markets, and they had well defined the strategy they wanted to adopt. They have examined the different markets in which they have entered although they did not use all the tools known in the marketing fields. Further, some steps in the process of creation of the venture may not be important and some may be done relatively swiftly, thus the venture creation in MMORPG may be relatively easy. In conclusion, the venture creation may be relatively undemanding in virtual worlds, and this opens new possibilities for the future.


2020 ◽  
Vol 28 (2) ◽  
pp. 107-112 ◽  
Author(s):  
Anderson Chen ◽  
Sundus Mari ◽  
Sabina Grech ◽  
James Levitt

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