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	<title>iovation Online Fraud Prevention Blog - News about Device Identification, Device Reputation &#38; Risk Management &#187; MMO</title>
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	<link>http://blog.iovation.com</link>
	<description>protect online businesses from cyber criminals</description>
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		<title>2009: A Year in Review- A Year&#8217;s Worth of Blogs</title>
		<link>http://blog.iovation.com/2009/12/31/2009-year-in-review/</link>
		<comments>http://blog.iovation.com/2009/12/31/2009-year-in-review/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 19:18:20 +0000</pubDate>
		<dc:creator>Max Anhoury</dc:creator>
				<category><![CDATA[Financial Services]]></category>
		<category><![CDATA[Online Communities]]></category>
		<category><![CDATA[Online Gambling]]></category>
		<category><![CDATA[Online Gaming]]></category>
		<category><![CDATA[Online Retail]]></category>
		<category><![CDATA[device fingerprint]]></category>
		<category><![CDATA[device reputation]]></category>
		<category><![CDATA[iovation blog]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Online Fraud]]></category>
		<category><![CDATA[scammer]]></category>

		<guid isPermaLink="false">http://blog.iovation.com/?p=1469</guid>
		<description><![CDATA[Well it’s been a good year for our blog. We’ve tried to address a number of topics all relevant to helping businesses fight online fraud. As the year wraps up, I thought it would be a good time to summarize some of the themes from the year and highlight some of our posts. While we [...]]]></description>
			<content:encoded><![CDATA[<p>Well it’s been a good year for our blog. We’ve tried to address a number of topics all relevant to helping businesses fight online fraud. As the year wraps up, I thought it would be a good time to summarize some of the themes from the year and highlight some of our posts. While we touched on a number of topics, a few main themes remained consistent:</p>
<p><strong>Device reputation is an important component of best practice fraud management </strong>– 2009 was a difficult year for business, but one trend that emerged was an increased visibility into how valuable device fingerprinting and reputation solutions can be as part of any sophisticated fraud prevention architecture. Some of our articles on this topic:</p>
<ul>
<li><a href="http://blog.iovation.com/2009/11/10/5-benefits-from-device-reputation/" target="_blank">The First Five Benefits You Will See From Device Reputation</a></li>
<li><a href="http://blog.iovation.com/2009/10/08/not-all-ip-addresses-are-created-equally/" target="_blank">Not All IP Addresses are Created Equally</a></li>
<li><a href="http://blog.iovation.com/2009/06/04/device-fingerprinting-techniques-several-choices/">Device Fingerprinting Techniques &#8211; Several Choices</a></li>
</ul>
<p><strong>Online retailers are under attack</strong> &#8211; Online retailers continue to find themselves under attack and we touched on this topic a number of times this year. Here are some of the highlights:<span id="more-1469"></span></p>
<ul>
<li><a href="http://blog.iovation.com/2009/12/16/merchants-the-victims-of-credit-card-theft/" target="_blank">Online Merchants Are the Real Victims of Identity Theft</a></li>
<li><a href="http://blog.iovation.com/2009/10/14/merchant-risk-council-tom-donlea/" target="_blank">Interview with Merchant Risk Council Executive Director, Tom Donlea</a></li>
<li><a href="http://blog.iovation.com/2009/08/21/fighting-friendly-fraud-with-shared-device-reputation/" target="_blank">Fighting Friendly Fraud With Device Reputation</a></li>
</ul>
<p><strong>Online games continue to attract attackers </strong>– Massively Multiplayer Online (MMO) games continue to be a favorite target of hackers. Financial fraud coupled with theft of accounts, virtual assets and exploitation of in-game economies through gold farming all pose serious threats to the online gaming industry. Some of the highlights:  <!--more--></p>
<ul>
<li><a href="http://blog.iovation.com/2009/11/04/casual-connect-fraud-interview/" target="_blank">iovation Interviewed at Casual Connect on Protecting MMOs from Fraud</a></li>
<li><a href="http://blog.iovation.com/2009/09/22/virtual-money-is-the-most-popular-digital-good/" target="_blank">Virtual Money is the Most Popular Digital Good</a></li>
<li><a href="http://blog.iovation.com/2009/08/28/fighting-mmo-fraud/" target="_blank">Fighting MMO Fraud and Abuse isn&#8217;t Child&#8217;s Play</a></li>
</ul>
<p><strong>Online dating scams threaten virtual communities </strong>– Online romance scams are a prevalent and serious threat to online dating sites. Stopping scams and preserving the customer experience are necessary in order to ensure a healthy future for online dating industry as a whole. Some of our articles on this topic:</p>
<ul>
<li><a href="http://blog.iovation.com/2009/09/21/online-dating-scams/" target="_blank">Online dating scams, the biggest threat to a growing industry</a></li>
<li><a href="http://blog.iovation.com/2009/05/13/social-networks-and-malware-a-potent-combination/" target="_blank">Social networks and malware, a potent combination</a></li>
<li><a href="http://blog.iovation.com/2009/02/16/online-dating-block-bad-guys/" target="_blank">Online Dating &#8211; Blocking the Bad Guys</a></li>
</ul>
<p><strong>Fraudsters and scammers continue to organize </strong>– Fraudsters are working together more than ever to defraud online businesses. We have touched on this topic a number of times throughout the year:</p>
<ul>
<li><a href="http://blog.iovation.com/2009/08/27/exposing-online-fraud-rings/" target="_blank">Exposing Online Fraud Rings &#8211; Untangling the Web</a></li>
<li><a href="http://blog.iovation.com/2009/07/24/botnets-propagating-threats/" target="_blank">Botnets &#8211; Propagating Threats, DoS, and Identity Theft</a></li>
<li><a href="http://blog.iovation.com/2009/04/10/conficker-starts-up-botnet-to-enable-online-fraud/">Conficker Starts Up Botnet to Enable Online Fraud</a></li>
</ul>
<p>We hope you have found some (or all) of these posts interesting and valuable. We look forward to exploring many new topics relevant to the fight against fraud in 2010.</p>
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		<title>Virtual Money is the Most Popular Digital Good</title>
		<link>http://blog.iovation.com/2009/09/22/virtual-money-is-the-most-popular-digital-good/</link>
		<comments>http://blog.iovation.com/2009/09/22/virtual-money-is-the-most-popular-digital-good/#comments</comments>
		<pubDate>Tue, 22 Sep 2009 23:42:10 +0000</pubDate>
		<dc:creator>Max Anhoury</dc:creator>
				<category><![CDATA[Online Communities]]></category>
		<category><![CDATA[Online Gaming]]></category>
		<category><![CDATA[digital goods]]></category>
		<category><![CDATA[free-to-play games]]></category>
		<category><![CDATA[gaming fraud]]></category>
		<category><![CDATA[massively multiplayer online games]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[virtual goods fraud]]></category>

		<guid isPermaLink="false">http://blog.iovation.com/?p=675</guid>
		<description><![CDATA[The term “virtual goods” has been popping up more and more often, probably because people are starting to realize what most online gaming companies already know: virtual goods are big business. Ironically (or maybe not), the sale of virtual goods is highest in free games. Even though the games themselves are free for anyone to [...]]]></description>
			<content:encoded><![CDATA[<p>The term “virtual goods” has been popping up more and more often, probably because people are starting to realize what most <a href="http://www.iovation.com/online-gaming/" target="_blank"> online gaming companies</a> already know: virtual goods are big business. Ironically (or maybe not), the sale of virtual goods is highest in free games. Even though the games themselves are free for anyone to play, it turns out the majority of players end up paying small amounts to upgrade their characters’ abilities or add virtual goods to their accounts in order to enhance their experience or increase their status.</p>
<p>In order to shed more light on the trends in virtual goods purchasing, market researcher VGMarket, along with Playspan, conducted a survey in July of this year, asking players what kinds of virtual goods they were buying and in what kind of games. The findings of the survey, summarized in a <a href="http://games.venturebeat.com/2009/09/11/the-most-popular-digital-goods-are-virtual-money-weapons-and-gifts/">recent article posted on VentureBeat</a>, show that over half of all virtual goods transactions occur in free-to-play games.<span id="more-675"></span></p>
<p>In the past year, 58% of the players in free games made purchases of virtual goods, on average making 12 separate purchases over the course of a year, with a median total expenditure of $75. By comparison, in Massively Multiplayer Online (MMO) games, 34% of players purchased virtual goods, for a median expenditure of $60 over the course of a year.</p>
<p>These numbers support the trend of an increasingly popular business model in the online games industry, based around micro-transactions and the sale of virtual goods. Given the success of this model so far, likely, we will continue to see an increase in both the number of free online games and the amount of virtual goods being purchased. However, there is a downside. Like any venture involving online payments, fraud has to be a concern. Stolen credit cards are used to make all kinds of purchases, including the purchase of virtual goods.</p>
<p>And while you might assume that the theft of virtual goods wouldn’t have a noticeable financial impact—unfortunately, it can. Despite the fact that virtual goods may be nearly free to produce, the revenue from these in-game additions often ends up subsidizing the entire cost of producing and hosting free games, which can be significant. Also, high fraud rates drive up the cost of payment options and, if severe enough, can limit the type of payments a business can accept, in turn causing a decline in overall purchases.</p>
<p>In the ongoing conversations we have with our online gaming customers, the toughest part of dealing with fraud, especially as it relates to the purchase of virtual goods, is catching repeat offenders and those fraudsters that are working together. Because while fraud teams can ban a single account once it has been identified as fraudulent, it is really the individual behind the account who needs to be stopped.</p>
<p><a href="http://www.iovation.com/faq/">Device recognition, coupled with device reputation</a>, however, provides a valuable solution to this problem by identifying the computer, and thus the individual, behind a bad account. With the additional ability to see into relationships between individual computers and accounts, fraud rings and other organized crime can more easily be identified and stopped. This innovative approach to fraud management is something for current and emerging gaming companies to consider: as the trend in favor of virtual goods continues, how best to protect against the fraud that will inevitably follow?</p>
]]></content:encoded>
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		<item>
		<title>Fighting MMO Fraud and Abuse Isn&#8217;t Child&#8217;s Play</title>
		<link>http://blog.iovation.com/2009/08/28/fighting-mmo-fraud/</link>
		<comments>http://blog.iovation.com/2009/08/28/fighting-mmo-fraud/#comments</comments>
		<pubDate>Fri, 28 Aug 2009 16:06:28 +0000</pubDate>
		<dc:creator>Max Anhoury</dc:creator>
				<category><![CDATA[Online Gaming]]></category>
		<category><![CDATA[Austin GDC]]></category>
		<category><![CDATA[gaming fraud]]></category>
		<category><![CDATA[gold farming]]></category>
		<category><![CDATA[massively multiplayer online games]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[RMT]]></category>

		<guid isPermaLink="false">http://blog.iovation.com/?p=524</guid>
		<description><![CDATA[At iovation, we help combat a wide variety of fraud concerns for companies across multiple industries, including many in the online gaming industry. The fact that we work with gaming publishers and providers of massively multiplayer online (MMO) games, however, is surprising to most people. Their first reaction is “Really? What kind of fraud problems [...]]]></description>
			<content:encoded><![CDATA[<p>At iovation, we help combat a wide variety of fraud concerns for companies across multiple industries, including many in the <a href="http://www.iovation.com/online-gaming/" target="_blank">online gaming industry</a>. The fact that we work with gaming publishers and providers of massively multiplayer online (MMO) games, however, is surprising to most people. Their first reaction is “Really? What kind of fraud problems do they have?” The answer: “Way more than you might think&#8230;”</p>
<p>The gaming industry has been fighting fraud and abuse ever since games went online and it goes way beyond simple payment fraud. Here are a few of the problems we help our customers address:<span id="more-524"></span></p>
<ul>
<li>Credit card fraud – Using stolen identities and credit card numbers is a problem in the games industry, as it is for any online business. Whether sites support a subscription-based payment model or take micro transactions, finding repeat offenders who use stolen identities and credit information is a huge challenge.</li>
<li>Account takeover and virtual asset theft – Many online criminals have learned to take advantage of the booming market in virtual goods and currency. One of their standard practices is to steal account credentials and then transfer and sell the virtual goods from the online characters.</li>
<li>Gold farming – MMO games have resulted in the creation of a whole new industry called <a href="http://en.wikipedia.org/wiki/Real_money_trading" target="_blank">Real Money Trading (RMT)</a> that maintains an exchange rate between real currency, like dollars, and game currency, i.e. gold. However, selling game currency for real money is against the terms of service for many online games, and the use of accounts to “farm gold” is strictly forbidden because of its negative impact on game-play and the in-game economy.</li>
</ul>
<p>In order to effectively combat these types of fraud, online gaming sites need the right tools. The companies we’ve worked with have found that employing device recognition and device reputation makes a big difference. By being able to recognize and re-recognize a device, online sites can track device and account activity and expose the associations between accounts and devices that often help identify organized fraud rings and repeat offenders. By identifying the devices being used to commit these types of fraud, gaming sites can deny entry to fraudsters and ultimately protect the reputation and quality of their games.</p>
<p>For any gaming companies interested in learning more about our device reputation service, we will be at <a href="http://www.gdcaustin.com/" target="_blank">Austin GDC from Sept 15-18</a>. If you are at the show please visit our booth (#304). We’d love to see you.</p>
]]></content:encoded>
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		<item>
		<title>BattleClinic works with iovation to shut down virtual goods fraud</title>
		<link>http://blog.iovation.com/2009/06/23/battleclinic-case-study/</link>
		<comments>http://blog.iovation.com/2009/06/23/battleclinic-case-study/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 02:53:37 +0000</pubDate>
		<dc:creator>Jon Karl</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Online Fraud]]></category>
		<category><![CDATA[online gaming fraud]]></category>
		<category><![CDATA[virtual goods fraud]]></category>

		<guid isPermaLink="false">http://blog.iovation.com/?p=266</guid>
		<description><![CDATA[We are pleased to announce the release of our recent case study with BattleClinic on Gamasutra.com. The case study details how we helped them achieve a 95% reduction in credit card chargebacks in 8 months. As the leader in fraud prevention for MMOs, iovation pioneered the use of device fingerprinting to establish device reputations and [...]]]></description>
			<content:encoded><![CDATA[<p>We are pleased to announce the release of our recent case study with BattleClinic on Gamasutra.com. The case study details how we helped them achieve a <a href="http://www.gamasutra.com/view/feature/4057/sponsored_feature_battleclinics_.php" target="_blank">95% reduction in credit card chargebacks in 8 months</a>. As the <a href="http://www.iovation.com/online-gaming/?CID=70160000000DnsNAAS" target="_blank">leader in fraud prevention for MMOs</a>, iovation pioneered the use of device fingerprinting to establish device reputations and fight online fraud.</p>
<p>The reality in the online games environment is that even many of the best anti-fraud tools simply don&#8217;t provide effective results. Time and again we at iovation have seen significant uplift over existing tools to reduce fraud for our customers in the MMO industry: in the case of BattleClinic, as dramatic as a 95% reduction. What seems to be particularly compelling about theresults we&#8217;ve seen in this industry is our ability to quickly establish the relationships between player accounts that were previously hidden. Not only does this result in dramatic reduction in fraud, it also significantly reduces the amount of time spent on trying to manually search for associations and patterns in personal data.</p>
<p>iovation is committed to the gaming industry and frequently attends and presents at gaming conferences. We will be at both the <a href="http://seattle.casualconnect.org/" target="_blank">Casual Connect Seattle</a> conference, July 21-23, and the <a href="http://www.gdcaustin.com/" target="_blank">Austin GDC</a> conference, Sept 15-18, if you would like to meet with us in person.</p>
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