Virtual universes like World of Warcraft can be massively popular, drawing in millions of players who log months' worth of real world time competing with other players for online glory, virtual treasure, and magical loot. At its height, World of Warcraft boasted some 12 million paying subscribers, more than the population of Greece. Other virtual worlds, like Linden Labs' "Second Life" or the various games hosted by Microsoft's Xbox _ home to the popular science fiction-themed shoot-em-up "Halo" _ host millions more.I blame the Lich King...
Spy agencies have long worried that such games serve as a good cover for terrorists or other evildoers who could use in-game messaging systems to swap information. In one of the documents cited Monday by media outlets, the NSA warned that the games could give intelligence targets a place to "hide in plain sight."
Monday, December 09, 2013
And here I thought it was just a huge waste of time: