A report in the Telegraph details vulnerabilities within the Virtual World – ‘Home‘ that enable a variety of hacks.
This isn’t the first time vulnerabilities of this kind have affected virtual world users. In 2007, unpatched QuickTime holes were used to steal Linden Dollars from users in Second Life (ExampleVideo below).
With virtual property comes virtual theft and a continued rise in malware targeting online environments can be expected in 2009. Online games also represent a growing target. Both environments offer a wide range of ways in which to attack systems – I recently heard of an attack, which exploited ‘in-game’ advertising. As new revenue streams are created new hacks follow.