Thursday, May 09, 2013

Cyber Security Age: MMORPG Enthusiasts Bound To A Right Turn



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Enticing and expecting MMORPG enthusiasts to spend countless exciting time piloting avatar, of a new game, in the absence of enjoying game account security is a matter of unabashed corporate indifference. An expected game marketing approach already realized by free minded gamers as another episode of a remorseless exploitation of gamers time, life, and money.
Such setup expects gamers, whose minds were held captive for years by this kind of online gaming industry, whose cheating mentality had been honed and their gaming addiction being exploited, to join the new game the moment it's online. Those among the cheaters flank will desperately seek and beg for applicable cheats and hacks to be available. By experience, the supposed gamer’s excitement will be bleak as hacktivism and cheating starts to kick-in. On the other hand, except those with money to burn, free minded gamers would seize their pockets from being hitched into such new game. It certainly bears a bleak future for would be lucrative business once again.
Exploring online games offered in the market, one would easily find that the denomination of every new MMORPG, in advancing gaming excitement, is not far from each other. They were copy-cat of another if not an enhancement of the other. Thus, introducing a new MMORPG by how compelling, action-packed it is, coupled with how the publisher could enhance the game excitement by sponsoring off-game events is already an out-dated strategy to lure gamers. 

Wednesday, January 02, 2013

Sunday, December 30, 2012

Thursday, December 27, 2012

Journey To Nibiru, A Clear And Present Danger

Journey To Nibiru, A Clear And Present Danger





With all the bits and pieces of documentaries, predictions, calculations, theories, beliefs, news, videos and images about Nibiru or Planet X that I came across while browsing the internet for more than a decade now, I finally decided to take a closer look at this interesting subject. I started my own journey to this unusual hypothetical cosmic object last December 19, 2012.

My journey was largely motivated by the recent frequent sightings of Two-Suns uploaded in the YouTube and the increased activities of unidentified objects around the Sun as shown by the STEREO images. These objects around the Sun appears like spacecrafts, huge- like planets, usually seen with wings, and move with unbelievable speed across the solar system and back for few seconds. Whenever they get close to the sun, STEREO images often capture beam of lights as if there are objects shooting at them. They are indeed mystifying sight to watch and thus invite extreme curiosity.

Friday, October 19, 2012

Cyber Security Incidents, Hacktivism and Cheating





Cyber Security Incidents, Hacktivism and Cheating
in Massively Multiplayer Online Role-Playing Gaming Industry (MMORPGI)



This industry of multi-user games, which I call MMORPGI, started in 1974 under the MUD genre (Multi-User Dungeon/Dimension/Domain) and with the progress in modern technology and high-speed internet connections, it gained popularity from 1996 as MMORPGs. Since then development of a single MMORPG title often cost Millions of Dollar. It was regarded as an emerging lucrative venture with fast growing worldwide revenues racing into Multi-Billion Dollars .

Assets acquired in the virtual worlds (VW) have no physical manifestation other than data records that they exist. But they are regarded as intangible assets, in accounting term, and have proven to have considerable value in global economy that is so significant to ignore. Thus, it is not surprising that Korean government is subsidizing and tapping up their talents in the development of MMORPG titles published globally. Their support to this industry has been rewarding as their annual revenues worldwide could very well fund two or more annual appropriation act of some countries.

VW economy transcends beyond its boundaries and into the real world economy. VWs currency and assets, though intangible, have profitable value in real world market. Real money trade (RMT) of virtual assets was estimated by the Wall Street Journal to reach 5 Billion Dollars in 2007. This made MMORPGs, beside other motives, the forecourt of cyber attacks like game account hacking and virtual mugging, including cheating to accumulate virtual assets.

Virtual criminals are restless and blissfully eyeing into the untapped game accounts of prospective victims and devising methods to exploit for profit the uncharted territories of VWs alongside host servers of third party services associated with the industry.

Tuesday, October 02, 2012

A Wake UP Call For The 90% Internet Users In The Philippines



Year 2012 social media statistics reflects that "Philippines has the highest social media penetration, with more  than 90% of its Internet users visiting a social networking site every month". One would wonder if the said "90%" are conscious of what's going on with the world today, or are they aware about the crisis arising from the forceful emergence of "one world government". Least do they know that since the country is allied with the "West", what's going on out  there is also taking shape in their government and everyday life.

Thursday, May 24, 2012

MMORPGI: Abode of Countless Invited Minds In Captivity



Nevareth, like any other persistent world, is a medium designed and published to compete in the industry of securing a better captivity for the invited minds, in multitude, and to generate huge revenue.

The Abode

Persistent world like Nevareth is a place where end-users could see the effects, if not the confined repository, of their own resolve, aspirations, ideals, illusions, source of excitements, as well as, some familiar attributes and weaknesses of their respective real world.

The pivotal stimulus of this virtual game could be the desire to control, to display power, to rebel, to break free, to craft a destiny, or to nurture a choice. It is not surprising that the notion of predetermination is found in the storyline of Nevareth, as in any fairytale, though it has no direct implications in the dynamics of the game. Making choices that best appeal to each end-user is then the given framework of this medium - choosing and shifting their role playing, their preferred attitude in-game, of setting goals, of what to spend their money for, of prioritizing interventions, and of fashioning socialization.

Thursday, May 17, 2012

MMORPG As Untamed Human Activity And Its Influence


MMORPGs will remain to be the untamed aspect of human activity in this century and the next as it establishes undefined influences in our generation and the next.

It will continue to remain as the frontier of the pursuit to blend the world of illusion and the real world. It is without saying, trying effortlessly to achieve a new world that human race isn't yet ready to deal with but forced to deal with its uncertainty just to secure economic gains. It's already imbibed too deep into human economic activities as microtransaction now a days becomes the inevitable economic medium.

Coming To Terms With Game Account Hacking



There is no denying that thought of game providers' database being compromised is one of the possibility that would come to mind. The same way as involved cheat providers could be suspects. And other possible causes will come to mind, like having entered bad sites and having acquired malware/virus that could very well serve as a pathway for hackers. The least that one suspects is his/her unsecured PC, like having relied to poor/out dated anti-virus/malware software or bad practices that could have compromised PC firewall.

This perceived threat can't be prevented by the end-users, meaning there is no such thing as being absolutely safe from game account hacking. To live with this problem as if it's an everyday thing, knowing that it is inevitable, here are some familiar useful information -

Friday, May 11, 2012

Prospects Of The Abuses In Free-To-Play MMORPGI

Will MMORPGI corporations be capable of compassion in the absence of a just regulation?



Whatever form of collaboration, it doesn't change the fact that MMORPGs are provided by corporation(s). And corporations are entities that isn't human, they are not capable of compassion and has very limited appreciative memory.

Consequently, whatever entities that proffer CabalPH being online, same as other MMORPGs in the country, would hardly change the relations of the service provider and the consumers, whereby the later are always at the disadvantage and easily subjected to abuses, as microtransaction in online gaming is getting more popular.

What operates is a patent unfair relationship which is proliferated by the enforced electronic contract of adhesion and made easy in the absence of an applicable just regulation.

Corporations providing MMORPGs are not responsible to their consumers. This is obvious in their well crafted electronic contract of adhesion. They are only responsible with respect to the assets of their stockholders. Their responsibility is pure money making for their stockholders. security and risk management means safeguarding the assets and interests of their stockholders.