Tuesday, 17 December 2013

Security Issues within Virtual Worlds such as Second Life

modified version of Virtual World Security Threat Matrix (Lee 2007)




The following discusses a series of major security incidents which have occurred within Second Life. The discussion of the security incident is then mapped to the modified version of Virtual World Security Threat Matrix (Lee 2007).

Security breach of user details

In September 2006 a hacking attack upon Second Life’s database led to the real life personal information of Second Life residents to be breached (BBC 2006a; Lazarus 2006). While much of the data was encrypted, there was a risk of identity theft and financial frauds as a proportion of Second Life residents have registered their credit card details to convert real life currency to Linden Dollars and vice versa. Linden Lab immediately required all users to change passwords after the attack (Fost 2006).

Applicable Threat Dimension(s): I & II

The “Grey Goo” attack

Worm-like malicious virtual objects appeared at various locations on the Second Life Grid in November 2006. The golden ring- shaped virtual objects flooded various Second Life locations by self- replicating. They caused disruption to the Second Life teleportation service, account balance and the rendering of avatar clothing (BBC 2006b; Lemos 2006). The incident was termed a Grey Goo attack as the maliciously coded virtual objects share many similarities with out of control nanotechnology robots that self-replicate and consume all available physical resources. An outright ban on self-replication scripts was not possible as that would limit legitimate use of self-replication for coding virtual objects. Unlike virtual worlds such as There.com, Second Life residents need not submit virtual objects to Linden Lab for approval before the objects could be introduced in the virtual world. Furthermore, Linden Lab encourages Second Life users to create innovative virtual objects, such as virtual plants that grow, multiply, and interact with avatars and virtual environmental elements Although Linden Lab was able to respond to the Grey Goo attack quickly, the incident highlights the vulnerability of the Second Life Grid to attacks by malwares, computer viruses and worms.

Applicable Threat Dimension(s):II, IV, VI & VIII

Griefing attacks

Griefing is an anti-social behaviour that shares many similarities with bullying (Chesney et al. 2007), harassment and vandalism. Griefing is defined as an intentional act that is enjoyed by the attacker, the griefer, and one that affects the victim’s experience negatively (Foo and Koivisto 2004). Attackers often take advantage of loopholes and weaknesses in the virtual world mechanism or policies. A griefing attack may target an avatar, an organisation, a virtual location, or a virtual event. In an attack on an avatar, the attacker may use push weapons to displace a victim or override the movement or capabilities of the victim. Griefers have also been known to plant malicious tools and virtual items at virtual locations, or visually vandalise the space by clouding it with large virtual objects that carry disparaging text or graphic. Denial of Service-like griefing attacks occur when a large number of attackers swamp a virtual location or virtual event, generating excessive avatar traffic. Griefers may also attach computing -intensive virtual objects onto their avatars when they visit a virtual location to overload the server that renders the graphics for the virtual location. In December 2006 a real-time CNET interview conducted with Anshe Chung (the avatar of Ailin Graef, a virtual entrepreneur) held in Second Life was severely disrupted by griefers (Terdiman 2006a). In the end the interview had to be moved to an alternative virtual location.

Applicable Threat Dimension(s): IV, V, VI & VIII

Copybot

Another well documented security incident in Second Life relates to the existence of a Copybot application that makes unauthorised copies of virtual objects and avatars (BBC 2006b; Terdiman 2006b). The Copybot application violates Second Life’s Terms of Service which stipulates that Second Life residents retain full intellectual property for digital content created in Second Life (2007k). The Copybot application was originally used by developers for debugging purposes, so that developers could import/export digital content into the Virtual World. The application subsequently modified to make unauthorised copies of virtual objects. Although the Copybot application does not operate within the Second Life Grid and does not interfere with Second Life server performance, it rocked the Second Life economy as virtual objects that are usually sold for a price could be copied free of charge. After much protest by residents and businesses, Linden Lab has banned the use of Copybots and declared its use an infringement of copyright. However, Second Life residents whose virtual objects or avatars have been copied will still need to take individual action against the perpetrator.

Applicable Threat Dimension(s): II & III

Second Life Permission Request Weakness

Second Life residents may allow their avatars to interact with scripted virtual objects in the virtual world. By accepting a permission request emitted by a virtual object, a monetary payment of L$ to the owner of the virtual object may be initiated, or the avatar’s movement may be animated. The permission request system could be abused to hide fraudulent and unauthorised monetary transactions, such as charging a price for a virtual object appears visually as a freebie (Second Life 2007l) . Once a permission request has been granted, the Second Life resident is not able to pause, cancel or revoke the process.

Applicable Threat Dimension(s): I, II, III, IV, VI, VII & VIII

Posted by : Nur Asma Husna Abd Samat

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