Professional Documents
Culture Documents
VOLUME II ISSUE VI
GAMING INDUSTRY
2008-2009 BBR STAFF
Shannon Kung Christine Liu Stefanie Ju
President Vice President of Marketing Finance Department
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January 29 February 11
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table of
CONTENTS
5 California’s Troubling Unemployment Problems
6 News Briefs
25 Professional Gamers
It was 5.3% in December 2007 and 8.4% in November 2008. Now California’s
unemployment rate is at an astonishing 9.3%. In the past year, the largest
state in the United States lost roughly 257,400 jobs, which amounts to 1.7%
of the workforce. The unemployment rate for the world’s tenth largest
economy (if California were a separate nation) has not been near such levels
since January 2004, when the state was emerging from its last recession. In
the last month of 2008, California lost 78,200 jobs as employers sliced pay-
rolls to reduce costs in the contracting economy. The current recession for
the state, and the national economy as a whole,
only seems to be deepening.
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NEWSBRIEFS Stefanie Ju
Staff Writer
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CALIFORNIA’S UNEMPLOYMENT HITS A 14-YEAR HIGH
Many families in California have felt the recession across the nation. Now,
new numbers are confirming that the job market in California is shrinking.
The unemployment rate in California jumped from 8.4% to 9.3% in about
a month, up from 5.9% just a year earlier. Not only has the percentages
increased but they have skyrocketed in an alarmingly short amount of
time. This unemployment rate marks a 14-year high for California and was
even higher than the national average at the time the surveys were taken.
Top economists have predicted that California is on a quick ride to the
double digits, expected to pass 10% soon. Some government agencies are
trying to lobby Governor Arnold Schwarzenegger to strengthen the state’s
unemployment insurance system, but because California’s budget is al-
ready so unbalanced (the state is short $40 billion), government interven-
tion may not be the beacon of hope unemployed citizens are looking for.
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THE VIDEO GAMING INDUSTRY
EXPLODES
Julie Chen
Staff Writer
The Entertainment Software Association recently announced that the economic growth of the video game indus-
try is outpacing that of the total U.S. economy. The game industry had a 17% growth rate between 2003 and
2006 compared to just 4% for the U.S. economy in the same time period. While general retailers struggled this
past holiday season, the game industry saw sales of $5.29 billion in December, which was the first time it had
ever cleared the $5 billion mark in a single month. The growth of the gaming industry is pretty remarkable when
considering the economic outlook of virtually every other industry at the moment.
Historically, video game sales have increased every year. But what kind of history are we talking about? The in-
dustry itself is only about 30 years old but now represents over half of home entertainment sales. So how exactly
did the gaming industry get so big so fast?
People have always used entertainment to distract themselves from tough economic times. Similar to the domi-
nation of musicals during the Great Depression, video games seem to be the number one choice of entertain-
ment for consumers. The belief that the video game industry is recession-proof stems from the belief that video
games offer much higher entertainment value per dollar than other options. The number of hours of solid enter-
tainment that comes from a video game purchase is much greater than a movie. The growth of the game indus-
try is driven by a package of benefits that includes a much higher degree of interactivity and engagement than
more passive forms of entertainment such as television.
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EXPONENTIALLY ADVANCING TECHNOLOGIES
The power of games stems from advanced technologies and the ability to emotionally connect to customers. The
movement toward three-dimensional engines to create graphics, greatly increased the gaming industry’s market
attention. The detail of the characters, the vibrant colors, and the realistic scenes all attract players and commer-
cial users from one previously hot game to the next. It is not a stretch to say that video games are graphically
close to perfection.
The game industry is often the first place to create a commercial offering of a new technology created in a re-
search laboratory. For instance, the Artificial Intelligence (AI) techniques created in academic labs were adopted
for games long before they showed up in other industries. In the 1970s, Atari was the first to use AI in a video
game, Pursuit, a single player game with enemies. Possibly the best at pushing the technological boundaries is
Nintendo, which rewrote the video game rulebook with a motion-sensitive control system called the Wii. These
technological innovations prompted the company to lead video game sales last year.
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THE SOCIAL FACTOR
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VIDEO & COMPUTER GAME
DEMOGRAPHICS &
INDUSTRY PROFILE
Grace Chan
An astonishing 38% of Ameri- Senior Staff Writer
can households have at least When we think of video and computer gamers we usually picture
one video game console. young adolescent males but a good 40% of gamers are female,
[Source: ESA, entertainment software association]
and the average age of gamers is 35 years old. In fact, there are
more women players over the age of 18 (33% of the game-
playing population) than there are male players under the age of
18 (18%). Perhaps this should not come as a
surprise as more and more video games are
marketed to people of all ages and sex. Games
like Diner Dash are targeted more towards
women, while games like Wii Fit and Wii
Sports are easily enjoyed by the entire family.
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While many violent and bloody
games such as Call of Duty 4 and
Grand Theft Auto make up a dis-
proportionate amount of news in
the video and computer game in-
dustry, only about 15% of the total
number of games sold is rated as
mature. Games rated for everyone
still make up the bulk of sales. This
should put to rest some of the wor-
ries that people have regarding the
possible detrimental psychological
effect on children.
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Top 10 Selling Computer Games of 2007 The World of Warcraft
[By number of units sold] and The Sims franchise
have dominated the top
Rank Title Rating
10 selling computer
1 World of Warcraft: Burning Crusade Teen games of 2007. That goes
Expansion Pack to show how loyal their
2 World of Warcraft Teen players are, or perhaps
3 The Sims 2 Seasons Expansion Pack Teen how addicted their players
are. You have all probably
4 Call of Duty 4: Modern Warfare Mature had a friend that stays up
5 Sim City 4 Deluxe Everyone till the wee hours of the
6 The Sims 2 Teen dawn obsessively playing
“WoW,” and you have
7 Command & Conquer 3: Tiberium Wars Teen
probably noted that at
8 The Sims 2 Bon Voyage Expansion Pack Teen some point, these dedi-
9 MS Age of Empires III Teen cated gamers have missed
class or forfeited studying
10 The Sims 2 Pets Expansion Pack Teen
in the name of gaming
greatness.
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FROM PONG TO Wii:
HOW VIDEO GAMES HAVE DEVELOPED OVER TIME
Christine Liu
Senior Staff Writer
An escape from reality? A physical workout? Or the chance to “be” someone else? Whatever the reason, the
video gaming industry has shown a dramatic increase since the early ‘90s, which has yet to slow down. It all
started in 1958, when a physicist created a ping pong- like game on an oscilloscope screen. What resulted just a
little more than a decade later was the phenomenon called videogames. Here, we detail the industry from its
start in the ‘70s to the 21st century.
1970’S
Nolan Bushnell released the cult-classic PONG in 1972. He first put a
test unit in a local bar for two weeks. Soon after, the unit broke down
because the coin drop was clogged with quarters, an affirmation of the
success of PONG. He then made a deal with Sears in 1975 and PONG
sold 19,000 units, launching the videogame industry.
Now a leading industry in videogames, Japan was not far behind the
U.S. in the ‘70s. In 1978, Tomohiro Nishikado created Space Invaders. It
was so popular that the creator admitted that the game was consid-
ered a threat to children's education because kids were willing to steal
money or make counterfeit coins to play games at arcades. At one
point, it even generated a 100-yen coin shortage in Japan.
As an economic recession hit from 1973-1975, the popularity of the video games decreased. In response, Bush-
nell came up with the idea of pay-per-play for just a few coins, which led to the arcade. Some of the first real-
time 3D games were made in arcade format. Asteroids, released in 1979, became the most popular and profit-
able game of the decade. It featured a joystick to dodge rocks and launch weapons but the real secret of the
game's influence and popularity was that it allowed gamers to save their
score under their user names for all to see.
1980’S
In 1983, a sudden crash in the industry was triggered by a weak economy.
Furthermore, many companies such as Quaker Oats and Chuck Wagon dog
food decided to produce videogames as well. However, these poor quality
games over-saturated the market.
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1990’S
The dot-com boom and the creation of 3D graphics boosted the
industry in the early ‘90s. The Internet also made it possible for
gamers to interact with players from all over the world, thereby
heightening the reality of the game. The ability for gamers to
role-play on the Internet gave them the opportunity to be a part
of a team as well as the freedom to be someone else and escape
from real life.
2000’S
U.S. computer/video game software sales sky-
rocketed 4% in 2005 to a total of $7 billion, due
to a growing portable gaming market of Game
Boys, Nintendo DSs, and PSPs. The computer/
video game software sales were more than dou-
ble the sales just nine years earlier. The big three
of Nintendo, Microsoft and Sony has dominated
this decade-- Nintendo has sold an astonishing
20.9 million in Wii game consoles worldwide,
while Microsoft has sold 16.9 million Xbox 360s
and Sony has managed to sell 9.8 million Play-
Station 3s (PS3).
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GAMING
WARS Sunny Wong
Senior Staff Writer
Nintendo, Microsoft, and Sony are the main players of the oligopolistic video game industry, which has surprisingly
not seen a decline in sales in the midst of this global recession. In 2008, the video game industry saw a rise of 10%
for video game consumption, with U.S. consumers spending a total of $21.33 billion on video game consoles, games,
and accessories.
NINTENDO
Nintendo has performed considerably well in 2008. It has secured
its dominance in the video game industry with over 50% market
share in home consoles. According to the National Purchase Diary
(NPD), a global market research firm, Nintendo has sold 10.17 mil-
lion Wii consoles. This is significant because no other console has
sold more than 10 million units in a single year in the United States.
The Nintendo DS has also performed remarkably well. In 2008, 9.95 million DS units were sold, breaking its previous
yearly sales record of 8.52 million units. Nintendo hopes to extend its lead in the portable gaming arena with its re-
lease of the DSi, which is an upgraded version of the DS. The DS features a camera and a memory card slot and is
expected to be released in the U.S. in the second quarter of 2009.
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MICROSOFT
Despite a tough year in the world economy, Microsoft managed to have its biggest year in Xbox 360 sales. Up
through the end of 2008, Microsoft managed to sell 28 million Xbox 360 video game consoles worldwide,
which is 8 million more than the PS3. However, Xbox still lags behind the Wii, which has sold approximately 9
million more units. One of the main factors for the Xbox 360’s strong performance this year was its $50 cut in
the price of the console back in September. The Xbox 360 now sells for only $199, which is $50 less than Nin-
tendo’s Wii console. Microsoft has also done well in its online sales of the Xbox live online service. Since its
back in 2005, Xbox users have already spent over $1 billion on the Xbox live service. The Xbox live community
now has 17 million members globally.
SONY
On the other end of the spectrum, Sony has been struggling to keep up with the competition. For the first time
in 14 years, Sony has reported an operating loss of $2.9 billion, which was 100% more than their original esti-
mate. Although much of the loss can be attributed to the global recession that contracted consumer demands
for electronic goods, much of the problem lies in Sony’s Playstation division.
Low Playstation 3 (PS3) sales is cited as the primary culprit. Currently at a distant third, the PS3 has sold ap-
proximately 16.84 million units. Although many consumers are hoping for some price cuts right now, this will
probably be unlikely. This is because Sony currently does not obtain any profit from its PS3 hardware. By low-
ering PS3 prices further, Sony will begin losing even more money, and, given the current economic conditions,
it would be a rather risky move. In the meantime, Sony may concentrate on lowering its production costs for
each PS3 sold in order to lower the losses from each PS3 currently sold. After this is accomplished, Sony can
potentially lower PS3 prices, which would stimulate the demand for this product. It is possible that Sony can
offset these losses from Blu-ray sales, games, and royalties.
The near future looks bleak for Sony’s video game division. The division has reported a loss of about $377 mil-
lion, and Sony plans to cut approximately 16,000 jobs by 2010 as a part of its restructuring plan. Until Sony can
reduce its production costs for the PS3, it is unlikely for it to surpass the Xbox 360 anytime soon.
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the comeback of
NINTENDO Jaeman Kim
Senior Staff Writer
In 1889, a company called Nintendo Koppai was created by Fusajiro Yamauchi, and it sold a playing card game
called Hanfuda. As the card game began to gain popularity, the company continued to grow. Eventually,
Yamauchi allowed his adopted son-in-law, Sekiryo Kaneda,
to take over the company. At this time, the company was
renamed Yamauchi Nintendo & Company.
Nintendo did not start out well as a toy company. It fell further into debt over several years and was dominated
by already established company such as Bandai and Tomy. However, in 1970, Hiroshi Yamauchi was observing
one of Nintendo’s factories when he noticed an extending arm toy that Gupei Yokoi had built for his own
entertainment. Seeing the potential of this arm as a toy, Yamauchi had Yokoi develop this arm as a product,
which came to be known as the “Ultra Hand.” It became a huge hit, selling over a million units. Yokoi was then
pulled from the maintenance team and moved to product development. Yokoi continued to develop several
successful products over the next seven years.
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1991 saw the release of the Super Nintendo
Entertainment System, or the SNES; in 1996
the Nintendo 64; the GameCube in 2001; and
the Nintendo DS in 2004. However, during the
release of these consoles, Nintendo began to
lose much of the video game market that it
had once dominated with the NES. Continual
competition, brought first by the Sega Genesis
and then by the Sony Playstation and the
Microsoft Xbox, made it difficult for Nintendo
to capture a larger market. By 2006, it
appeared as if Nintendo had nowhere to go.
Even as the videogame business grew into a
$30 billion global industry, Nintendo saw sales
in the United States plunge to almost half of
what they had been almost twenty years ago.
Satoru Iwata, Nintendo’s Current CEO
However, Nintendo’s now CEO Satoru Iwata and
Shigeru Miyamoto realized two things: the first, consumers cut back on game time as they start careers and
families; second, as consoles become more powerful, making games become more and more expensive. So
rather than follow in the steps of Sony’s Playstation 3 and Microsoft’s Xbox 360, Nintendo decided to create a
low priced motion control machine known as the Wii.
When comparing the three consoles, it looks like the Wii falls behind due to the fact that the Playstation 3 and
the Xbox 360 are so much more advanced. However, the Wii has proven to be the winner in that it appeals to
people from all ages. With the Wii, players are no longer confined to mashing buttons. Instead, they can now feel
like they are actually throwing a football or
swinging a bat. The Wii has changed
videogames from being a passive activity to
one that requires physical movement,
making videogames appeal to a much wider
audience.
While Nintendo may be having some trouble getting the Wii into the hands of consumers who want it, the
console has nonetheless changed the videogame market forever. The Wii has brought a new image to Nintendo
and has created an enthusiasm for videogames comparable only to the introduction of the original NES.
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Sonia Bhasin
Staff Writer
COMPANY OVERVIEW
Blizzard Entertainment, a subsidiary of Activision Blizzard, is a video game developer and publisher based in Irvine,
California. This company was originally founded as Silicon & Synapse in 1991 by Allen Adham and Michael Mor-
haime, who currently serve as presidents of Blizzard, and Frank Pearce, who serves as the vice president. All three
are graduates of UCLA and founded the company only one year after receiving their bachelor’s degrees. The com-
pany currently employs over 2,700 workers and earns
an annual revenue of $1.1 billion. Blizzard is one of
the most successful video game developers of all time.
PRODUCTS
Blizzard Entertainment originally served as a third-
party developer, creating entertainment software for
various platforms, including MS-DOS, Macintosh, and
Sega Genesis. Since then, however, Blizzard has devel-
oped many best-selling PC games such as World of
Warcraft, StarCraft, and Diablo.
WORLD OF WARCRAFT
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world. The game, which is a subscription-based
massively multiplayer online role-playing game
(RPG), is popular all over the world, with currently
more than 11.5 million subscribers worldwide. This
means that thousands of players from all around
the globe come together online and battle against
each other and against the world in an online fan-
tasy land, with each player creating his or her own
character. However, the game can be played at a
player’s own pace. It is available in eight different
languages based on the different regions in which
it has been released. Blizzard Entertainment's
most recent game release, World of Warcraft:
Wrath of the Lich King, which launched in Novem-
ber 2008 and was an expansion to the World of
Warcraft line, sold 2.8 million copies in its first 24
hours of availability, and over four million in its first
month, breaking records and making it the fastest-
selling PC game of all time. Blizzard Entertainment
is currently working with Legendary Pictures, crea-
A scene from World of Warcraft. tors of The Dark Knight and 300, on a movie based
on World of Warcraft.
STAR CRAFT
StarCraft, a highly popular real-time strategy game, revolves around
three species—the Terrans, humans exiled from Earth adept at adapt-
ing to any situation; the Zerg, a race of insectoids, in pursuit of genetic
perfection obsessed with assimilating other races; and the Protoss, a
humanoid species with advanced technology and psionic abilities at-
tempting to preserve their civilization and strict philosophical way of
living from the Zerg—fighting for dominance in a distant part of the
Milky Way galaxy. It is one of the most popular games in professional
tournament gaming. This is especially the case in South Korea, where
the game's huge popularity played a pivotal role in the birth of the pro-
fessional-gaming and game-broadcasting phenomena, as well as serv-
ing as one of the key drivers behind the growth of the PC-game-room
business. This means that the game is played in sponsored matches
and televised tournaments with professional gamers and teams. Star-
Craft is one of the best-selling PC games of all time, and raised the bar
for the development of real-time strategy games.
OPPORTUNITIES
There are many positions available at Blizzard to avid gaming enthusiasts, ranging from engineering to design and
artistry. Blizzard also offers an internship program, and actively recruits recent college graduates.
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CROSSOVER TRENDS:
GAMES TO MOVIES & VICE VERSA
Shannon Kung
Senior Staff Writer
This synergistic relationship between Hollywood and gaming can be seen in the number of games coming to
the big screen. Popular games such as Prince of Persia Sands of Time, Halo, EverQuest, and so on are all
slated to be released in the next few years. Game franchises such as Mortal Kombat and Lara Croft were
boosted by their entrance into film, further bolstering their cultural impact. Also, gamers are a loyal and in-
tense bunch. Many will devotedly follow a franchise and thus spend unbelievable amounts of money on pro-
motional material such as grand scale movie figurines, posters, etc. Many filmmakers are even learning from
the video games and taking concepts such as digital intro-
ductory teasers to enhance their movie. Even Steven Spiel-
berg, in an interview with Yahoo! Games commented on the
fact that movies these days have a gaming feel, noting, “The
Bourne Ultimatum had a lot of videogame savvy in the quick
cuts and the audacity of camera angle.”
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the reality of
VIDEO SPORTS GAMES
Eric Park
Staff Writer
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is tremendously successful and recently celebrated its 20th anniversary. It has been in the top 10 video game
sellers each year for its 20 years of existence. The creator behind this franchise is the gaming powerhouse
known as EA Sports. It was reported that they had an estimated $4 billion of revenue in 2008.
EA Sports is a sub division under the Electronic Arts video game company. This company produces video games
for just about every sport including basketball, soccer, hockey, boxing and even cricket. EA Sports is able to
generate tremendous revenues partly due to having no ex-
clusive ties to gaming console companies. This company is
also known for its innovation and creativity by constantly
creating new features such as podcasts and ESPN streaming
of live scores and videos to gamers. Gamers now have the
ability to listen to audio from their favorite sports reporters
and analysts. They can also see scores and videos of actual
live games while playing their own games.
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PROFESSIONAL
GAMERS
Gloria Ho
Staff Writer
It would be a dream-come-true for a large demographic of the world, particularly those whose happiest hours are
spent shooting at aliens or enemy soldiers on a computer screen, if they could become professional gamers and live
off of their gaming skills. Yet, the world of competitive gaming can be treacherous and is not quite as glamorous as it
first may seem. In fact, if you were to decide to become a
professional gamer, be prepared to do a lot of hard work.
In order to be able to participate in the final round of a gaming tournament, participants must first enter and win in a
series of qualifying games or qualifiers in their respective countries. Usually, corporations seeking to advertise to
teenagers and young men would sponsor the competitive gamers. In 2005, McNeil Consumer & Specialty Pharma-
ceuticals, a Johnson & Johnson subsidiary, sponsored a six-member Counterstrike team. Burger King is also noted to
be a sponsor of professional gaming in Germany. Though there is hope that cyber-gaming will one day attract a large
enough following to become a mainstream spectator sport such as baseball, soccer, or chess, as of now professional
gaming is an infant industry.
The only exception to this may be South Korea, where gaming is recognized as a legitimate sport. Online gaming has
become so popular in the country that three cable channels broadcast the sport and 10 professional leagues exist.
Due to StarCraft’s extremely large following among Koreans, TV stations have found it profitable to provide coverage
during leagues and tournaments on a regular basis for the game. Even professional gamers who have not risen to
the top can find themselves making thousands a month playing StarCraft, which may be why professional players of
StarCraft have come from all across the globe to the Asian country.
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The reality is that the situation in South Ko-
rea, where 15 million people (or 30 percent
of the population) are registered for online
gaming, is not the norm. Though there are
players out there who have made over
$100K in a year competing in gaming tourna-
ments, most players would find themselves
hard-pressed to make a comfortable living
out of gaming. Competitive gamers must
reach a level far beyond that of the casual
gamer and this usually means daily practice
that can take up to eight to 10 hours a day.
Another problem is that once you reach that
level, there exists the very real possibility
that a tournament host may decide to scrap
the game and choose a new game or plat-
Video game enthusiasts playing Super Smash Brothers Brawl form. As the popularity of particular games
rise and fall, gamers could find themselves
rising and falling with them unless they adapt to the new platform by becoming adept at a new game. Unfortu-
nately, switching from one game to another is not always so easy. Different games could have different game-
plays and different sets of physics that make it difficult for a gamer to adapt.
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EXTREME GAMER BEHAVIOR:
WHEN GAMERS GO OVERBOARD
Joanne Hou
Senior Staff Writer
The explosion of gaming in the world in recent years has led increasing numbers of people to become obsessed,
irrational, and even violent when it comes to besting other gamers. A number of incidents have sprung up in
the last few years in which addicted gamers have killed, stole, and kidnapped other gamers for either financial
gain to for access to gamer accounts. These crimes have led to new debates about virtual property rights and
expanded the boundary of illegal activities into the virtual world.
This case has led some in China to discussion about how to treat
virtual properties such as this sword won from playing the game.
Some countries, such as South Korea, have police who investi-
gate crimes arising from gaming, but no all countries have similar
policies. Some argue that virtual properties should belong to the
player like any other private property because the player has
spent time and/or money to acquire it. Others, such as members
of the gaming industry, argue that the property should belong to
the provider of the games since they created these otherwise
non-existent entities.
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with a more drastic plan to achieve
its goal. The new plan involved the
girlfriend of one of the kidnappers
befriending the victim on a popular
Brazilian social networking site in
order to set up a meeting at a mall
in Sao Paolo. However, instead of
the girl being at the mall, the gang
showed up and took the gamer
hostage at gunpoint. Then, the
gang interrogated the victim for
five hours in order to gain the ac-
count information. However, the
victim continually refused to give
up the information so he was let go.
The gang was arrested soon after.
While the game company forbids
accounts to be transferred, a black
market for these accounts does
exist. Some of the accounts have
sold for as much as $5,000.
A battle during GunBound.
Problems with this theft can pose serious problems to these sites if they are not careful to keep their users
safe from theft, hacking, or phishing. These games and virtual worlds are supported entirely by gamers who
visit the sites and so their economy is seriously dependent on the faith and trust of the users. Losing credibil-
ity over user information security on the part of these sites can mean the end of them.
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